timing in physics simulations: per scene or per object? In ref to a previous question
collision between RB and softbody objects?
lbalazscs kindly remarked I just noticed your video on flickr, I think it is pretty good, apart from the timing: the ball moves slowly, suggesting a large object, but the "jello mattress" moves fast, suggesting a smaller object.

This causes me to ask, is it actually possible to have 2 objects (interacting!) in a physics simulation, and have them running on different clocks, i.e. deliberately slowing down one object to give it the illusion of greater mass rather than just adding mass to its physical properties.  I thought there was only one master clock for the whole physics world.

Different simulations can run at different speeds, there is no one "master clock", which is a good thing, because you can control separately the speed of your simulations.
For rigid bodies, the speed setting is under Properties Editor/Scene/Rigid Body World
Similarly, soft bodies and cloth have a speed setting under the Physics tab. For fluids and smoke you set the simulation speed in their domain objects, also under the the Physics tab. For fluid simulations, also see the question For Fluid Simulation, what do the Start, End and Speed settings mean?
Dynamic Paint canvases where the surface type is Waves have two speed settings:

Timescale Directly adjusts simulation speed without affecting simulation outcome. Lower values make simulation go slower and otherwise.
Speed Affects how fast waves travel on the surface. This setting is also corresponds to the size of the simulation. Half the speed equals surface double as large.


Question about weight paint mode So i've recently started to learn blender, but i've encountered a problem with my last model.

When I go into weight paint mode, the whole model is displayed as lines instead of a volume, not allowing me to weight paint the object. Looks like so:

Apply the Skin modifier you must have right now, then you'll be able to weight paint.


Why can't I use the boolean modifier so, I'm really new to bender and I'm trying to make a ring for myself. but for this I have to remove part of the skull, but when I try to use the boolean difference modifier it simply doesn't change anything. But it doesn't act like it didn't work.

I want to cut the Cylinder from the sckull

Link to file Download

The topology of your skull is bad, there are vertices overlaying and inner faces, f you select some external vertices in Edit mode then press H to hide them and see what happens inside you will see it by yourself. Boolean doesn't work with overlaying vertices and inner faces, and I don't know if there's a quick way to fix the problem as there are a lot of vertices.


Audio/Video out of sync in rendered video I've looked at some similar problem descriptions on this, but mine is slightly different.
When I edit a music video with several cut scenes, in VSE the audio/video will be in sync on each cut until I play the video from the beginning.
When I do this, the video will slowly start to lag behind the audio getting further behind the longer I let it play. BUT if I manually click on a cut halfway through the video, it will be in sync again in VSE.
If I render the video, it acts just as it did when I play the video from the beginning in VSE, the video slowly starts to lag behind.
I did check all of the frame dropping/AV-sync settings, and I have those all enabled.
I was running 2.74, but I tried updating to the latest version and I'm still having the same issues.

Any suggestions would be great, as I've spent many hours getting this video ready and I don't want to have to scrap it.

The video is from a GoPro Hero 4 and is MP4 H.264 codec

What you need is AV Sync. AV Sync makes sure that your audio and video play together by dropping frames to match the audio. What you were experiencing before is your computer not being able to combine and output all the inputs for each frame in the amount of time it was given (1/30 or 1/24 of a second).

What you probably currently have:

Good:


No Camera Found in Scene error message, when clearly there is a camera. Why? Hey Fellow Blenderers!

Here's my issue.

I have a camera in my scene. The Scene is labeled "Main Scene", the camera is labeled "camera". Yet, when I go to render an image I get the error message "No camera found in scene "Main Scene" which is not true. Can anyone tell me what's going on? The Image I've attached clearly shows the camera fully active and in the correct scene. I haven't been able to find anyone else with this particular issue.

Also, I'm using 2.8 RC2.

Thanks!

Solved the issue. I had created a second scene where I added a separate HDRI to use in the compositor for some fun effects. Apparently all your scenes require a camera no matter which scene you wish to render.

So once I added a camera to the second scene, the camera in Main Scene finally worked.


Blender Cycles - Transparency Issue While working on the texture of a model I found a problem with my render.

As you can see here the mesh outline for the eyebrow can be seen and everything I've tried, I just can't seem to fix that one thing.

I used Blender Cycles and Blender 2.78.

Edit: Packed textures in .blend file.

Well I am stumped. It doesn't seems to have a solution apart from pulling the eyebrow geometry slightly away from face. It seems the intersection created by the 2 meshes is causing the black lines.

Other things I've tried:

Alpha Premultiply/Straight settings
Render bounce and transmission settings
Turning off all ray visibility expect for camera rays
Texture clipping settings


Adding selected objects to active keying set I'm trying to add selected objects to active keying set but it doesn't work (no error). This is my script:

import bpy

scene = bpy.context.scene

ks = scene.keying_sets.active

for obj in bpy.context.selected_objects:
    ksp = ks.paths.add(obj.id_data, obj.id_data.name+'.location', index=-1)

Where am I wrong ?
Thanks

I finally found in the scene panel that the data path should just be "location", so my code sould be:

import bpy

scene = bpy.context.scene

ks = scene.keying_sets.active

for obj in bpy.context.selected_objects:
    ksp = ks.paths.add(obj.id_data, 'location', index=-1)
    ksp = ks.paths.add(obj.id_data, 'rotation_euler', index=-1)
    # "rotation_quaternion" for quaternion mode

Now it works !


Linking cell fractured fragments together with Rigid Body Constraints set as 'breakable' I am learning Cell Fracturing following this video.
But just like Mr Jee in the comments section, my model breaks as soon as I play the animation in Games Engine.

The author of the video talks in his answer about linking the fragments together with Rigid Body Constraints set as "breakable", but I am having a hard time understanding how to constrain objects together, I tried selecting one then the rest and looked for "copy from active" but didn't find it, or joining the blocks, that didn't work either.

Here's the setup in Game engine:

I know I could also just trick and use the shape that's on the right until the object touches the ground, but I'd like to do it in physics as much as I can.

I installed "Bullet Constraints Tool" and played around with it, but it didn't change anything.

The idea is to know what steps to follow to make an object shatter when it hits another object, ideally with Cell Fracture (comments about other ways to do this are also welcome).

.blend file

Why is it exploding?

The model explodes, because the game engine (BGE) detects an impulse from all objects against other and so every body is repelled. The impulses are calculated by BGE because the intersection of of all parts' collision bounds at the start point (here: frame 40) is interpreted as an impact. Read more about collision detection

What's the solution?

Use a larger margin at the cell fracture options
Additionally choosing the right collision shape might also help. In most cases Convex hull is just fine.


Meshes not visible in render and render is super grainy with black dots I´ve been trying to fix this now for two days and it seems as being new with blender I´m totally lost. I have this scene with green screen where five snakes(made out of cubes) are slithering through the view done with simple curve modifier. The snakes are visible in rendered view, but when I render a picture it only shows a supergrainy green screen and no snakes, that should be in the middle of the picture.
There´s only one camera and its activated, the right layer is selected and the snakes are not hidden (the camera icon and eye icon are selected). Thanks for any help!

A mesh, hidden in the work view but visible in the render, was in front of the camera. Stupid mistake, but the problem is solved. :J


Is there any way to change the location of the left side toolbar (show/hide with T) I'm getting into sculpting, and I don't like that brushes are on the left side (I'm left handed and find it weird), I would like them to be on the right side. I haven't seen any post on that in google so I really have no clue. Any tips on that?
NB : I know that you can bring up the menu with  Shift  + Spacebar but if I can change the toolbar's position I'd like it more.

It's a bit of a workaround, but as overlays are per viewport, you can split the view and disable the header and overlays on the right like so:

Then drag the left viewport over till the T menu is positioned correctly.

Save this as your sculpting workspace, and you should be all set.


Modifying keyframes for a mask created in the UV editor I have created a mask in the UV editor and I've animated the movement of the edges of the mask with keyframes in the dope sheet. However if I switch to the graph editor I can't find my mask with the keyframe values of the position of the edges of the mask. How do I find these values?

I am not 100% sure, what you mean by "created a mask in the UV editor", because as far as I know the only way to make masks in Blender is in either the image or the movie clip editor.
But maybe I am missing something.

If you mean that you want to animate an edge of the unwrap of an object, then the short answer is that Blender cant do that.
A really quick google search unearthed this addon, though: https://www.blendernation.com/2011/11/12/animating-uv-textures/

If you are already using it and are wondering why these properties still dont show up in the graph editor, you should probably try to contact the developer directly.


Problem with Cycles Glass Material I have a problem with black areas on an object with Glass BSDF material.

Don't know where they come from, I stripped my scene down to be very simple to show you the problem...

Created the object with Blenders spin tool, I checked thickness of the glass and normals, seems fine to me.

Read that this could happen when smoothing the object, tried with flatten, no change.

Here the blend: http://www.wesp.de/blender/test.blend

Thanks for your help to identify / solve the problem.

Solved the problem with a work-around nodes solution instead of the straight glass BDSF. Maybe not straight physically, but looks better in this case.

Thanks to all for your advices.


Multiresolution subdivide modifier on a mirrored surface causes a visible seam I've been following a tutorial by Daniel Kreuter on Youtube (https://www.youtube.com/watch?v=wdsY4BtlcpQ), modelling a body using a mirrored surface.  I thought I had followed his actions fairly accurately, but I'm getting a weird seam on the mirrored plane in my model when I apply a multiresolution subdivide.  Oddly enough, it doesn't appear when I use the subdivision surface modifier.

I'm not really sure where to start looking for problems.  This question has an "answer" which seams (see what I did there?) to have the same problem I'm having, with no solution.  This forum post looks like they have the same problem.  One of their suggestions is to move the mirror modifier above the subdivide, as the modifiers are applied sequentially.  Unfortunately, that gives me the error "Cannot move a modifier requiring original data".  The other suggested fixes, checking clipping (it was already checked) and increasing the merge limit,  haven't worked.

Another thing I've checked, based on what I've seen on the web, is whether faces have been inserted along the mirror plane by accident.  Sadly, that's not the solution either, nor is it due to duplicated vertices.  What should I try next?

First I presumed that you did mirroring by negative scale around YZ-plane, then you have flipped normals at second half. But then I noticed modifier, so I was wrong.

I noticed similar result if Subdivision modifier placed higher than Mirror. Also Blender prevents from moving Multiresolution with subdivisions under Mirror, saying "Cannot move beyond non-deforming modifier" or "Cannot move above modifier requiring original data" for moving Mirror up.

I think it's a way Blender modifiers works with mesh data. I took a peek in official docs and found this: https://www.blender.org/manual/modifiers/the_stack.html - according to official info modifiers applied in order from highest to lowest. When I tried to apply them in this order, I also get seam in final mesh with both modifiers, but it was just crease in geometry, vertices are wielded, normals are outside, just little wrong geometry. Old edge at section at half-mesh left unsmoothed by modifier, because it processed differently areas where edges belong to just one face.


Any way to add shortcuts for texture painting blending modes in 2.80? Being able to quickly change blending mode in texture painting would be a HUGE efficiency improvment.

I've been looking for a while to achieve this but didn't manage :(

Even if its not possible to bind specific blending modes to a key, it would be great simply to have a dedicated shortcut just to open blending modes window

Edit v2:
so I digged a bit inside the source code, as Craig D Jones suggested, but I still can't wrap my head around how I could do this (again, I'm an artist and not a programmer, altho I'm slowly learning how python works. But I'd REALLY appreciate if someone knowledgeable in this area could help me out)

# init blend mode
class PAINT_OT_InitPaintBlend(Operator):
    '''Init to mix paint  mode'''
    bl_idname = "paint.init_blend_mode"
    bl_label = "Init paint blend mode"

    @classmethod
    def poll(cls, context):
        return bpy.ops.paint.image_paint.poll()

    def invoke(self, context, event):
        brush = context.tool_settings.image_paint.brush
        brush.blend = 'MIX'

        wm = context.window_manager
        if "tpp_toolmode_on_screen" in wm:
            init_temp_props()
            co2d = (event.mouse_region_x, event.mouse_region_y)
            wm["tpp_toolmode_brushloc"] = co2d
            args = (self, context)
            self._handle = bpy.types.SpaceView3D.draw_handler_add(\
                                                        toolmode_draw_callback,
                                                        args,
                                                        'WINDOW',
                                                        'POST_PIXEL')
        return{'FINISHED'}

I also found this code below mentioning toggle between ADD and MULTIPLY blending mode
but maybe it will be useful

class PAINT_OT_ToggleAddMultiply(Operator):
    '''Toggle between Add and Multiply blend modes'''
    bl_idname = "paint.toggle_add_multiply"
    bl_label = "Toggle add/multiply"

    @classmethod
    def poll(cls, context):
        return bpy.ops.paint.image_paint.poll()

    def invoke(self, context, event):
        brush = context.tool_settings.image_paint.brush
        if brush.blend != 'MUL':
            brush.blend = 'MUL'
        else:
            brush.blend = 'ADD'

        wm = context.window_manager
        if "tpp_toolmode_on_screen" in wm:
            init_temp_props()
            co2d = (event.mouse_region_x, event.mouse_region_y)
            wm["tpp_toolmode_brushloc"] = co2d
            args = (self, context)
            self._handle = bpy.types.SpaceView3D.draw_handler_add(\
                                                        toolmode_draw_callback,
                                                        args,
                                                        'WINDOW',
                                                        'POST_PIXEL')
        return {"FINISHED"}

Thanks for checking this out, hope someone manages to help!

I think I figured it out - but I couldn't get the normal variable = property to work, so I just spelled it out to get it to work correctly. This is a pie menu add-on that you need to compress to zip before installing, and it is set to use Shift-G to call the pie menu. The included toggles can give you an idea of how you can set up the others you want, or you can set this up to just make the change per menu item instead of toggles if you want.

# -*- coding: utf8 -*-
# python
# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software
#  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
#  MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

bl_info = {"name": "Blend Modes Pie",
           "author": "CDMJ",
           "version": (1, 0, 0),
           "blender": (2, 80, 0),
           "location": "",
           "description": "Assistant to help toggle blend modes in Texture Paint",
           "warning": "Alpha version",
           "category": "3D View"}

import bpy
from bpy.types import Menu

#operators
class VIEW3D_OT_add_multiply(bpy.types.Operator):
    """Toggle Add Multiply"""
    bl_idname = "object.toggle_add_multiply"

    bl_label = "Toggle Add Multiply"
    bl_options = { 'REGISTER', 'UNDO' }

    def execute(self, context):

        scene = context.scene
        #new code
        #brush = bpy.context.tool_settings.image_paint.brush.blend
        if bpy.context.tool_settings.image_paint.brush.blend != 'MUL':
            bpy.context.tool_settings.image_paint.brush.blend = 'MUL'
        else:
            bpy.context.tool_settings.image_paint.brush.blend = 'ADD'

        return {'FINISHED'}

class VIEW3D_OT_screen_mix(bpy.types.Operator):
    """Toggle Screen Mix"""
    bl_idname = "object.toggle_screen_mix"

    bl_label = "Toggle Screen Mix"
    bl_options = { 'REGISTER', 'UNDO' }

    def execute(self, context):

        scene = context.scene
        #new code
        #brush = bpy.context.tool_settings.image_paint.brush.blend
        bpy.context.tool_settings.image_paint.brush.blend
        if bpy.context.tool_settings.image_paint.brush.blend != 'MIX':
            bpy.context.tool_settings.image_paint.brush.blend = 'MIX'
        else:
            bpy.context.tool_settings.image_paint.brush.blend = 'SCREEN'

        return {'FINISHED'}

class VIEW3D_OT_color_overlay(bpy.types.Operator):
    """Toggle Color Overaly"""
    bl_idname = "object.toggle_color_overlay"

    bl_label = "Toggle Color Overlay"
    bl_options = { 'REGISTER', 'UNDO' }

    def execute(self, context):

        scene = context.scene
        #new code
        #brush = bpy.context.tool_settings.image_paint.brush.blend
        if bpy.context.tool_settings.image_paint.brush.blend != 'OVERLAY':
            bpy.context.tool_settings.image_paint.brush.blend= 'OVERLAY'
        else:
            bpy.context.tool_settings.image_paint.brush.blend = 'COLOR'

        return {'FINISHED'}

class VIEW3D_OT_add_erase_alpha(bpy.types.Operator):
    """Toggle Add/Erase Alpha"""
    bl_idname = "object.toggle_add_erase_alpha"

    bl_label = "Toggle Add/Erase Alpha"
    bl_options = { 'REGISTER', 'UNDO' }

    def execute(self, context):

        scene = context.scene
        #new code
        #brush = bpy.context.tool_settings.image_paint.brush.blend
        if bpy.context.tool_settings.image_paint.brush.blend != 'ERASE_ALPHA':
            bpy.context.tool_settings.image_paint.brush.blend = 'ERASE_ALPHA'
        else:
            bpy.context.tool_settings.image_paint.brush.blend = 'ADD_ALPHA'

        return {'FINISHED'}

class VIEW3D_OT_hard_soft_light(bpy.types.Operator):
    """Toggle Hard/Soft Light"""
    bl_idname = "object.toggle_hard_soft_light"

    bl_label = "Toggle Hard/Soft Light"
    bl_options = { 'REGISTER', 'UNDO' }

    def execute(self, context):

        scene = context.scene
        #new code
        #brush = bpy.context.tool_settings.image_paint.brush.blend
        if bpy.context.tool_settings.image_paint.brush.blend != 'HARDLIGHT':
            bpy.context.tool_settings.image_paint.brush.blend = 'HARDLIGHT'
        else:
            bpy.context.tool_settings.image_paint.brush.blend = 'SOFTLIGHT'

        return {'FINISHED'}

class VIEW3D_PIE_blendmode(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Blend Mode"

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

        pie = layout.menu_pie()

        pie.operator("object.toggle_add_multiply", text='ADD/MULTIPLY',
            icon='RENDERLAYERS')
        pie.operator("object.toggle_screen_mix", text='SCREEN/MIX',
            icon='RENDERLAYERS')
        pie.operator("object.toggle_color_overlay", text='COLOR/OVERLAY',
            icon='RENDERLAYERS')
        pie.operator("object.toggle_add_erase_alpha", text='ADD/ERASE ALPHA',
            icon='RENDERLAYERS')
        pie.operator("object.toggle_hard_soft_light", text='HARD/SOFT LIGHT',
            icon='RENDERLAYERS')

_CLASSES = (
    VIEW3D_OT_add_multiply,
    VIEW3D_OT_screen_mix,
    VIEW3D_OT_color_overlay,
    VIEW3D_OT_add_erase_alpha,
    VIEW3D_OT_hard_soft_light
)

def register():
    for cls in _CLASSES:
        bpy.utils.register_class(cls)

    km_list = ['3D View']
    for i in km_list:
        sm = bpy.context.window_manager
        km = sm.keyconfigs.default.keymaps[i]
        kmi = km.keymap_items.new('wm.call_menu_pie', 'G', 'PRESS', shift=True)
        kmi.properties.name = "VIEW3D_PIE_blendmode"

def unregister():
    for cls in _CLASSES:
        bpy.utils.unregister_class(cls)

    km_list = ['3D View']
    for i in km_list:
        sm = bpy.context.window_manager
        km = sm.keyconfigs.default.keymaps[i]
        for kmi in (kmi for kmi in km.keymap_items \
                            if (kmi.idname == "VIEW3D_PIE_blendmode")):
            km.keymap_items.remove(kmi)


Vector texture not rendering in EEVEE but showing in viewport I've got absolutely no idea what is going on here, but in the viewport, I see this glow around the edge of objects, which I got by using this configuration for the world texture, this is not an object texture.

I love the effect and it really works in this genre, but whenver I hit F12, the glow sadly disapears. I tried everything I know, but I can't seem to get it to render.

This doesn't even show in the viewport with cycles, nor in a cycles render. Of note is also that the edges glimmer/change texture when the camera is moved through the scene.
NOTE: To recreate this you may need to enable bloom.
I made an example of the issue with the default cube and the same world texture, but when I hit render on this, I just get black. : https://drive.google.com/file/d/1Z7FXgNpQuj-v3R8e7PutohWxCl_XKw1D/view?usp=sharing
Thanks for any help.

i just could "work" now with your blend file, which is just a cube with emission color.
I got this as result:

you can get this effect by adding a particle system to your object.

set your particle settings like this:

create a small icosphere with material -> emission color: pink, emission strength: 7 or more

use this icosphere in you particle settings as render object


How to import AC3D files? Using Blender 2.66 with Ubuntu 13.10.
How to import AC3D files?
I do not see an option for this under user preferences.

You can use majic79's Blender-AC3D addon. It is a port of the one that existed for Blender 2.49 and the author seems to update it every now and then.

  What is it?
  It's a few python scripts to import/export AC3D data into and out of Blender 2.63+. For earlier Blender 2.6x versions you need an older revision of the plugin (https://github.com/majic79/Blender-AC3D/tree/BL2.62)

  Known Issues:

  Exporter:

  Export packed .blend images is untested...
  It will either export everything, or everything that's selected. Default
  behaviour is to export everything, if you want to only export those items
  that you can see (ie, in the render scene), then select all those items and
  check the "Selection Only" option on the export dialog.
  There's an option "Export Render Layer" - ie, only export what's currently
  visible - this doesn't work, but is in the plan

  Importer:

  No ngons yet.


Odd crease using mirror modifier without subsurf Currently creating a wall that's going to be used in a game, and I decided to use the mirror modifier. But after unwrapping the UV and applying the uv texture to the model, an odd crease appeared. I'm not sure how this happened, but when I don't render the object and I'm in edit mode, the crease disappears. Any idea on how this is happening?

In the mirror modifier, you can check the mirroring of U/V texture coordinates, that should fix the problem.


How do I make an Icon look like glowing water in cycles? so i'm trying to get an icon of mine too look like it is water that is glowing it doesn't have to be transparent or anything. I just want the object to have the illusion of glowing water. i have tried mixing and adding shaders and a few different textures but can't seem to get anything that resembles glowing water. any help would be very much appreciated. i am still a very big noob at blender (only been learning it a hour here and there between my job and relationship for the past week) so something very simple would be great. I have also included a picture of the icon below, its the grey middle, (just a simple extruded circle that has been smoothed, with a Torus wrapped around it with a emit shader on it) Thanks in advance :D in the meantime i'll keep tinkering with it and update if i figure something out and hopefully help someone else with this type of situation

So i got something kinda figured out that i wanted to share everyone. Not exactly how I imagined it but its good enough that i'm ok with it and think it looks good enough looking kind of watery and it glows a little bit with no lighting in the world which looks pretty cool, Although if someone has something that looks better please still post up an answer i would love to see some different takes on this.  Plus i'm going to be animating it so it appears to have water moving over the texture. just a short 8 second long animation which is why the mapping node is there. Have a great day guys and Happy Creating!!!


Smooth shading doesn't work in final Cycles render, why? I'm trying to fix this unexpected behavior of Blender, where smooth shading works everywhere, except the final render. I've read and tried all other Q&A I could find, but nothing really applies. Any ideas?

Verify your normals are correct. Then turn on Normals Auto Smooth. An angle of 30 is good for most stuff.


Why does my bathroom mirror distort so much? I am trying to make the mirror in this bathroom scene extracted from a video game have proper full reflections, but I can't for the life of me figure what settings to use in the shader. I've tried the obvious stuff: Roughness 0, Transmission 1, Metallic 1, and different combinations of the three. But the problem is, even when I get clear, opaque reflections to appear, they're extremely distorted and look super unnatural. My mesh is is single flat plane, so I'm confused as to why the reflection is being distorted. I thought it might be Index of Refraction, but changing that seems to do nothing at all, even when set to extreme values like 0.0001 or 50.
In this screenshot, I am using a Principled BSDF shader with Metallic 1 and Roughness 0. This is as little distortion as am I able to achieve and as you can see there is still a lot of warping going on the mirror. Why is this happening?

Reflective and refractive surfaces are very dependent on the surface Normal. Make sure the Normal is pointing in the right direction (outwards) and that the surface is set to Smooth or Flat shading as appropriate (in this case it should be Flat).


Where is Textured Coordinates? For some reason whenever I try to find the "textured coordinate" node in blender, it never shows up. I tried seeing if this was a problem for anyone else, but it wasn't. Was the node named to something else? Or is my version of blender just broken?

It's in the "Input" section of the "Add" menu (4th from the bottom).

There may be another issue (like you're looking at the world shader, or nodes are enabled). More can be determined if you share a full screenshot of the node editor.


After extruding the face where i extruded from is missing this is probably something simple so i'll explain in short :

after extruding , if a delete this face(pic 1)

you can clearly see that the face where i extruded from disappeared(pic 2)

but i want that both faces stay there , undeleted

basically i want to have both picture 1 face and picture 3 face when extruding
but instead i get 1 and 2 .

Thanks in advance .

Note : i used to do this 2 years ago (i can tell because i've loaded some of my models from 2014) but i can't remember how i did .

You have to hit SPACE and type "extrude only edges".
Or in edge select mode hit ALT+E and choose "only Edges"
This way it keeps the original face in place and extrudes the edges only.

If you want to select multiple faces, you have to switch to edge select mode and only select the outer rim of the faces.

Hit only E and extrude the edges:


How do I make BGE recognize multiple XBOX Controllers? So right now I have a splitscreen FPS on Windows.  I have the players set up by using the Joystick Sensor when the XBOX controller is plugged in.  When I have two controllers plugged in, both controllers control both players.  I want it so one controller controls one player and the other controls the other.  Is there a way to make blender recognize the controller?  If I can't do this than I will have to make it so one person uses the keyboard and mouse and the other uses the controller which would not be as good.

You can use the Index field on the Joystick sensor, to distinguish between different controllers.


How to replicate this effect (Parts of material more reflective than others) Long story short, I've modeled Toothless from How To Train Your Dragon in Blender, and I'm now trying to replicate the effect that the runes/scales it has. I've been using blender for +2 years now but it's always been the modelling side of things and I want to branch out to textures.

I'd like to use the cycles render engine to achieve the following effect:

Note that the stones/scales/runes are raised from the surface in a way bump/normal mapping could not achieve, and that they're more reflective and glossier.

But having never done any texture work, I've no idea of a good way of going about it. I've tried various methods, each of which did nothing like what I wanted.

Currently, the model is just that, with no runes or anything physically on it. My original plan had been to make three textures;
        1) for the visual,
        2) for the displacement - which would then be baked on - and
        3) which would define the areas to be more reflective etc...
but now I've actually tried doing it, it seems to be a tad more complex than that (as with most things blender, hehehe). I've tried a google search, but nothing relevant comes up.

I'm not asking for someone to outright do this for me because I want to learn it for myself, but any help would be greatly appreciated, be it a guise, a link to a relevent tutorial, or even just a helpful hint.

Thanks so much to anybody who can help me out here!

(As a footnote, I've already done the model and manage to get the materials sorted for the eyes and surrounding area. Once it's finished, I'm putting it in the public domain for anyone to use, and I'll happily say you helped ;) )

The following is a way to handle displacement in a way that offers a lot of control and works very well for baking various types of maps including normals, height and ambient occlusion.

To start with, add a multi-res modifier to your model as shown in the following image.

Now make sure you are back in Object mode and increase the number of subdivisions for the modifier.

Now that the mesh is ready for geometry displacement you can add a Displace modifier as shown here.

Now once you've added displacement it could look something like the following

(For people that don't know this already, if you right-click on an image here on StackExchange, then choose 'View Image' you will be able to see the larger version so detail is more clear.)

For the nodes, I've used the same basic setup as username:GiantCowFilms with a brightness/contrast node added in to adjust the mix between Shiny and Diffuse.

The same image is being used for the Material and the Displace Modifier.


Subdivided plane's faces have inconsistent indexes. How can I order them sequentially? I'm trying to iterate through each face on a mesh sequentially.

This works fine with a grid (bpy.ops.mesh.primitive_plane_add(radius = 8)) and it loops through the faces row by row.

Subdividing a mesh though, the faces aren't numbered the same way.

Looping through the faces:

So it starts on the right, jumps all the way over to the left, completes the rest of the row, jumps to the beginning of the first row going in the other direction and then fills out the rest of the faces that same way. I guess on behalf of an algorithm.

How can I order them normally? The way a grid does?

.sort.faces() isn't doing anything. I may not be using it right, though

Blender offers a way to sort mesh elements, which you can find in the Mesh menu. This is available as bpy.ops.mesh.sort_elements in python.

The obvious choice of sorting by view X Axis probably won't give you the result you expect at first. Sorting a grid by x axis values gives you multiple rows with the same x location, these tend to get sorted out of order. The trick is to rotate the mesh slightly, say 0.2, then sort the elements, and rotate by -0.2 to align it back again, this gets a nice predictable sorting. Note that the sorting is on the "View Axis", so you can also rotate the view slightly (easier in camera view) before sorting, only what is selected is sorted and the selection type also effects what is sorted, so if you are in vertex select then only the selected vertices are sorted, enable each selection type to sort all elements.


Gray plastic bottle material (w/ label) needs to be more transparent and clear Tried adding a brightness / contrast node after the glass but it did nothing to make the gray glass more clear. In fact it made it black. Any suggestions?

Actually I just discovered that by adding the gray alpha button from the Image Texture to the Mix Shader's gray Fac button was the perfect solution!


Get Blender X,Y,Z and Bounding Box with script I need to get the x,y,z values of an object as well as the bounding box through a script. So far I have the area and volume with the following code:

bm = bmesh.new()
bm.from_object(bpy.context.object, bpy.context.scene)
area = str(sum(f.calc_area() for f in bm.faces))
volume = str(bm.calc_volume())

I tried something like this for the bounding box:

bb = str(bm.dimensions())

or

bb = bpy.data.objects["test2-2"].dimensions

but neither have worked. As far as the x,y,z values go I'm stumped. Please let me know if you have any suggestions.

Thanks!

To include parenting and drivers, use this for the actual object location / origin:

ob = bpy.context.object

ob.matrix_world.translation # or .to_translation()

You can get the bounding box corners Object.bound_box in object-space and multiply by Object.matrix_world for world-space:

from mathutils import Vector
bbox_corners = [ob.matrix_world * Vector(corner) for corner in ob.bound_box]
# bbox_corners = [ob.matrix_world @ Vector(corner) for corner in ob.bound_box]  # Use this in V2.80+

Note that the bounding box is not axis aligned.


How can I offset the start of a fluid simulation How should I offset the start of a blender fluid simulation? I have a short video with different cameras at different points, and I only want 1 fluid simulation at a time. Adjusting the start / stop times did not help, and the fluid simulation type cannot be keyframed. How should I get about to doing this?

You should use the offset field in the domain's settings:

What you would normally want is a negative offset. For example, if the camera switches at frame #240 (10 seconds at 24fps), the offset should be -240. Blender will skip the first 240 frames. It only starts doing the simulation at frame 240.

Here is an example of an offset at frame 350 (60fps):

Frame #349:

Frame #350


Storing more data with stencils How can I make a stencil control more than one textures? I got it to work with only one but each image has 4 channels for RGBA so how can I use them all separately?

Use compositing nodes in blender to for pixel image processing.  We  used a

[Separate RGBA Node] and selected the R .. Red Channel.

Create an image sequence if that suits you.

In the image above we used a 3D scene with red and green object.
In the compositing node view.  We view the red channel as intensity gray ...for red ball.  The green ball appears as black. I have clicked on a particular node to change the backgroud image of the nodes.
In the lower left is a file input if that suits you for a image on your hard disk.  Otherwise you could map your images onto a plane.
I did not connect the file composite output ... so I could have many images in one screen shot. Connect the image you want to the final output.
There are many good videos on a video site such as youtube as a random example. Search Blender Compositing Nodes.  Once you see a video these nodes will seem simple.  Please excuse my noodle soup.


Rendering sharp shadow on cycle rendering I would generate a clear shadow projected on a floor. I am wondering what is the essential node used to achieve this.

I am using these nodes

and I get this image, I remark that the shadow is blurred (a lot of penumbra). I fix the focus at the floor and I try to change the Aperture (F/stop) to fit the depth of field.


Make selected edges equidistant, like you can in Inkscape? In Inkscape there is a tool where it will make selected objects equidistant. In blender I am trying to find a similar tool. In the example below the tool would make the selected edges equidistant on the y axis. Does it exist?

You may use Loop Tools specials to do it. Select one edge of your mesh (Alt+RMB), then press W-->Loop Tools-->Space.

You can enable the Loop Tools in User Preferences (Ctrl+Alt+U).


Seemingly Random Sculpting Malfunctions I am sometimes unable to sculpt at all (the brush has no effect) or I can sculpt, but pen pressure is non-functional. Eventually, after a few computer restarts (giving up for a day or two), it works again. Then it is only a matter of time before these problems repeat.
I am 80% sure that this is an incompetency issue on my part. I am doing something that I am not noticing, but I can't figure it out. I have a hard time believing this could be the result of sloppy programming. Pen pressure is fully functional in the Veikk configuration utility.
Blender Version:    2.83.4
OS:                 Windows 10
Tablet:             Veikk A15
I have tried:
Checking that the object is selected
Checking that there are no modifiers
Reinstalling Blender
Reinstalling my tablet drivers and configuration utility
Plugging in the tablet BEFORE starting Blender
Plugging in the tablet AFTER starting Blender

Make sure windows ink is off.
Make sure double click detection is off on your tablet driver software (there is such option on wacom but none in xp pen, don't know about your brand)

Switch blender to win tab:

Let me know how it went.


What are these strange shades in the BGE? What are these strange shades in the BGE and how can I fix them?

From the screenshots, this looks like a problem with the normals of your mesh.

In editmode, try CTRL + N to make normals consistent to see if that solves your problem.


in Blender 3D, is there any function like 'Flow along surface' in Rhino 3D? in Blender 3D, is there any function like 'Flow along surface' in Rhino 3D?
I know the 'move along curve'. but it's modifying a mesh according to curved line.

I need to deform some meshes along irregualar terrain. I never used Rhino though, I think 'Flow along surface'in Rhino is what I'm looking for.

Can I find that kind of thing in Blender?

You can achieve something similar using a combination of lattice deform and shwrinkwrap deform modifiers

Let's say you have an object like this:

And you want to deform it on a surface like this plane:

to create something like this:

You can create a lattice that that has only one segment on the W axis and that is scaled to the size of your terrain.

Select the original object and add a Lattice Deform Modifier to it, selecting the lattice as the controlling object.

Then select the lattice object and add a shwrinkwrap deform modifier to it. Select the Target (plane), Set it to project mode and select the correct axis for the deformation.


Why does parenting an element deform all of the vertices in Grease Pencil? I am trying to rig a 2D character I made in 2.8.  I separated the major pieces (which I was going to connect to a rig) into layers in the grease pencil.

I am using the human meta rig from which I deleted some bones.

However, as soon as I select one of these layers, and then click "parent", the entire GP layer immediately gets messed up (see pictures 1 and 2).

Turns into:

Can somebody explain to me what is happening?

Can you upload a .blend file - it may help to see exactly what is happening.

I've had similar issues with GP and rigging.  From what I understand, when you create a bone, or armature, they default with their own local axis (which point in a different direction to the world axis).  When you parent the Grease Pencil object to the bone, it inherits the object's local axis and flips, turns, or moves.

Possible Fix:
You can try adding a 90 or 270 to the rotation on that object to see if it comes back.

Future prevention:
As soon as you click on parent: armature with automatic weights (or something similar), there will be a small window that appears at the bottom left corner of the screen - you can click "Keep Transform" - this my prevent your geometry from getting away from you.


Modifier is disabled skipping apply messsage I am very new to Blender, so I apologize if this seems trivial. Trying to apply a Boolean union transformation to two selected objects and I get this message. I've done other Boolean without a problem, so I am confused.

I see they are selected in the side listing, but at the moment things aren't turning orange when I select them, so is this the cause, and why does the orange effect go away sometimes?

You are probably in "edit mode." You can't apply modifiers in edit mode, and the orange selection outline goes away in edit mode.

Blender organizes "meshes" into "objects". An "object" is a container that contains a "mesh". You can edit the mesh or the object, but not both at the same time. When you're dragging individual points around, you're editing the mesh (in edit mode). When you have the orange selection outline and you're dragging whole objects around, you're in object mode (and you can't drag individual points).

To toggle back and forth between edit (mesh) mode and object mode, press tab.

To apply your Boolean modifier tab until you're in object mode, then select the object that has the modifier you want to apply, and the "apply" button should now be available.

Like Nate said, you only need a Boolean modifier on one of the objects, but experimenting with it is the best way to figure out how that works.


How set the type of node editor window to "compositing"? I can change the window type to "node editor" with

bpy.context.window_manager.windows[0].screen.areas[0].type = 'NODE_EDITOR'

but how to set it type to "compositing"?

If you mouse over the property you will see it is the SpaceNodeEditor.tree_type property you want to set.  The screen is split into areas, these areas have regions, toolbar header etc, and spaces.  I've put a print statement in to show the spaces for the area.  To get the space associated with an area use area.spaces.active or context.space_data (after changing the context.area.type)

import bpy
from bpy import context

area = context.area

area.type = 'NODE_EDITOR'
# the context area is now a node editor
# the space has the tree_type enum

for sp in area.spaces:
    print(sp, sp.type, "has tree_treetype", hasattr(sp, "tree_type"))

space = context.space_data
# or better still
space = area.spaces.active
# set to compositing
space.tree_type = 'CompositorNodeTree'

To find space.tree_type = 'CompositorNodeTree' run code above with space.tree_type = 'Blah' which gives the options in the error message.

TypeError: bpy_struct: item.attr = val:
enum "Blah" not found in
('ShaderNodeTree', 'CompositorNodeTree', 'TextureNodeTree')


Glass is rendering black in cycles I've tried multiple things now. Light bounces is set to 76 and caustics are turned on, bots reflective and refracitve. I don't know what else I could change.

Also does anyone know how to render it better? It's really distorted.

You should set up output node to All (or cycles),  it will not be used in Cycles without this setting


How do I make glowing line? I have a question here.

I'm doing an animation where there's a glowing line coming out from a globe (like what in the video down below), but i don't know how to do the exact effect in Blender.
Glowing Line

I tried some glowing shader on a curve but how do I make the line move from spot to spot? do i have to make a trace or something? thank you guys.

Animating the front of the curve
Assuming, as you say, that you have already created your Bezier Curve, all you need to do is:

make sure that the Curve has a Fill Type = Full and a Bevel Depth greater than zero

animate the Bevel End value using keyframes, from 0 at the start frame to 1 at the end frame.

Shading
You say that you have already found a shading solution. Let me share my solution anyway:

Enable "Use UV for mapping" in the Curve properties.

Use this node setup (the "Add" node is from "Converter > Vector Math").

Animate the Y coordinate of the Combine XYZ node. This will allow you to create the moving blobs of light along the line.


How to use a driver to pan and zoom an image I am trying to follow this answer: Pan or zoom in the VSE (accepted answer)
After I right click on x offset and select Add driver, the x offset turns purple. I am not sure how to see the graph screen or how to add keyframes as suggested in the answer.
How does one see the graph screen, and add keyframes (So I can animate the x-offset of a photo to get  a pan and zoom effect)? Could someone please provide some more detail?

Either you should be using a driver OR you should be using keyframes - not both since one will override the other. It sounds like you should actually be using keyframes - so right-click and Remove Driver.
Using keyframes the field should be yellow/orange/green to indicate the keyframe. Move to your frame, set the value, then hit ‘i’ to insert keyframe. No need for driver.


toggle hide/unhide parent and children objects at once similarly to the outliner Shift+LMB function Is it possible to simulate the Shift+LMB for hiding a parent object with its children as in the outliner. Now based on this and this I am iterating over the children objects and hide_set(True) them individually:
def toggle_hide (list, mode=True):

    children_list = []
    for obj in list:
        if obj.children:
            children_list.append(obj.children)

        obj.hide_set(mode)

    if children_list:
        for child in children_list:

            toggle_hide (child)

bpy.data.objects["parent"].hide_set(True)
toggle_hide(bpy.data.objects["parent"].children)

bpy.data.objects["parent"].hide_set(True) hides only the parent object leaving the children unhidden, which I need to do it afterwards recursively.
My guess is that under the hood might be the same procedure that is happening but I was wondering if someone can just call the corresponding outliner build in function instead of re-implementing it or by passing some flag to the hide_set() though as I see it takes only a view_layer id.

Update (not working):
Now I want to add the solution from @batFINGER to a class, e.g.
import bpy
from bpy.props import BoolProperty

class Utility:

    class AddHidingProperty:
        def __init__(self):
            bpy.types.Object.hide_children = BoolProperty(update=self.hide_children)

            bpy.types.TEXT_HT_footer.append(self.draw)

        def hide_children(self, obj, context):
            obj.hide_set(obj.hide_children)
            for o in obj.children:
                o.hide_children = obj.hide_children

        # function to draw the checkbox in the editor footer
        def draw(self, obj, context):
            layout = obj.layout
            ob = context.object
            layout.prop(ob, "hide_children")

However when I call the Utility.AddHidingProperty(), this gives me the following error: ValueError: bpy_struct "Object" registration error: hide_children could not register.

Update 2 (working):
The following seems to work but I am not sure whether it is a good approach:
class Utility:

    class AddHidingProperty:

        def __init__(self):

            def hide_children(obj, context):
                obj.hide_set(obj.hide_children)
                for o in obj.children:
                    o.hide_children = obj.hide_children

            # function to draw the checkbox in the editor footer
            def draw(obj, context):
                layout = obj.layout
                ob = context.object
                layout.prop(ob, "hide_children")

            bpy.types.Object.hide_children = BoolProperty(update=hide_children)

            bpy.types.TEXT_HT_footer.append(draw)

Define and toggle a boolean property
From the other answer to link https://blender.stackexchange.com/a/147144/15543 it gives the object a hide_children property that if set hides the object and sets hide_children hence setting recursively for all children.
A checkbox to set the property is added to the text editor footer for testing.
import bpy
from bpy.props import BoolProperty

def hide_children(self, context):
    self.hide_set(self.hide_children)
    for o in self.children:
        o.hide_children = self.hide_children

bpy.types.Object.hide_children = BoolProperty(update=hide_children)

def draw(self, context):
    layout = self.layout
    ob = context.object
    layout.prop(ob, "hide_children")

bpy.types.TEXT_HT_footer.append(draw)

Since the object can be found from context, can toggle the boolean value of the property using the window managers context toggle operator
After you have run the script above to register the property on the Object class
>>> C.object.hide_children
False

>>> C.object.hide_children = True

>>> bpy.ops.wm.context_toggle(
context_toggle()
bpy.ops.wm.context_toggle(data_path="", module="")
Toggle a context value
>>> bpy.ops.wm.context_toggle(data_path="object.hide_children")
{'FINISHED'}

If You do not run the script beforehand will get an error
# same as not running script (unregister the property)
>>> del bpy.types.Object.hide_children
>>> bpy.ops.wm.context_toggle(data_path="object.hide_children")
context_path_validate error: context.object.hide_children not found (invalid keymap entry?)
{'PASS_THROUGH'}

Assign a shortcut.
With the script above run, and the property defined  can be set as a shortcut from context.

Image of Edit > User Preferences > Keymaps
Since once hidden an object cannot have context, and from the 3d view there is no way to select as a group AltH will unhide all previously hidden objects.
Note both the object (self) and context is passed to the update method could instead hide all objects and their children looping over context.selected_objects


Why there is this wired "black" in my transparent material as distance is far I've imported this word with bounch of flowers. I've thecked the materal, the UV and it looks fine. But somehow, there is this wired "black". And this black even shows up when there is only the World backgroud lighting up the scene. I've tried Blender 2.83 LTS, and 2.9. Some issue.
I've tried theck the alpha of the texture image, I've tried change the alpha Clip/Hash/blend. Nothing really helps....
Here's the google drive link the of relavent blender file:
https://drive.google.com/file/d/18c9cKrDEY9RO4Lb4Ul1nDIsR4Ghq_3hI/view?usp=sharing

The amount of cumulated tranqparency is limited by this parameter here for Cycles:

For your scene, give it a value of 50 or so.


How to display a projected texture on a mesh? I'm working with UV Project modifier in Blender 2.81a but can't achieve the exepected result as shown on the documentation page. I've seen other questions regarding the Project modifier but all seems to have it work out of the box.

Taking the example project I don't see the texture applied to Suzanne. I've tried to change the viewport shading to no avail.
I tried both with and without applying the modifier on Suzanne first.

Which settings should I use in my view port to see the projected image on my mesh object?

Additionaly, I tried to visualize the projected UV map but the UV Editing workspace does not display any UV map. I tried to unwrap different objects (which work in a virgin project) but I didn't manage to see or play with any UV map.

Any help would be appreciated!

The example project seems to be a bit outdated, I took it and added a shader with a checkerboard texture, that works fine - all other settings do indeed work in that file. Just add this shader network to the monkey:

Then you can change the mapping by moving the projector, which in this project is the lamp.


Cannot deform mesh with automatic weights during rigify process. Tried all solutions So this is my first time messing with blender, and models in general. I ripped a model as a temporary placeholder for my first game project in UE4. The likely cause of my problem is that it has a non-standard pose.

Im trying to add bones using rigify, and that has gone well enough but when I try to parent the metarig to the mesh with auomatic weights it gives me an error: "Bone heat weighting, cannot find solution for one or more bones."

I've tried goolging for solutions but neither of them work:
set subsurf to on.

set X axis mirroring to on (tried on all possible entries of the scene list).

set a decimate modifier.

resetting rotation values.

remove doubles.

So I'd like someone to open up the file and see what the problem is because I think i've reached the point where I'm in over my head.

EDIT I figured there was an upload file option but I can't seem to find it. I've uploaded my file to dropbox instead:
https://dl.dropboxusercontent.com/u/28736905/Pizzabella%20v1.42%20-%20metarig%20rotation%20reset%20in%20pose%20mode%20with%20ALT%2BG%20and%20ALT%2BR.blend

Your model has lots of issues:

select the mesh in object mode
in the modifier stack remove the armature modifier;
R Z 90 (rotate the model by 90 degrees around the Z axes);
Ctrl A Apply rotation and scale;
Select the MetaRig and M move it to a different layer.
In edit mode A select all and remove doubles 0.1 mm (I removed something like 30.000 doubles).
Back to object mode select the mesh, select the rig Ctrl P, choose the "With empty groups" option and go with manual weighting: paint weight or assign weights via the properties panel, vertex section, vertex groups tab.

The automatic weighting is a simple shortcut for simple meshes: they must be manifold, joined, without holes and seams; your mesh is maden of multiple spare parts and is far more complicated than what is manageable by the automatic algorithm.


How to deform organic meshes according to parented curves? I'd like to figure out how to use a curve to deform a mesh. This is needed to allow for logical transformation of organic shaped meshes. Does anyone know how to do this?

Thank you.

Add a Bezier curve.
Line up your plant object with a curve object.
Add a Curve modifier to your plant.
In the modifier, under Object:, select your curve.
Select your curve in the viewport & go into edit mode.
Move the vertices around until you find a good pose.

Hope this helped :)


Why does a white background look grey once added to the VSE as a scene strip? In Grease Pencil this is how the image looks with a nice white background.

When the same is imported to video sequencer I get a solid grey background. I tried putting a white solid behind to see if there was any transparency issue but the grey remains.
I need a proper white background, how to achieve the same.

A friend sorted it out for me. Color Management was the issue. In Video Editing>Render Properties>Color Management>View Transform> Change it from default Filmic to Standard.
Pls don't ask in detail what Filmic is etc, I don't understand.


Wheel center won't merge properly I'm new to blender and trying to do a wheel. But when i try to merge the center hub parts they dont..

I am assuming all of your meshes are already combined to a single  mesh (if not please select all pieces and hit Ctrl + J).

Select and delete faces inside, as shown below:

Select the edge loops (as selected below) and follow the menu Mesh->Edges->Bridge Edge Loops:

Output will be :

I hope it will help you, best of luck :)


How to make an object stay inside another object? I have a jewelry box,  inside the 24 different drawers I want objects to stay  put with their  textures.
I am having     great difficulty in  achieving this..... Joining the object to the  drawer doesn't work..

It is not as simple  as copy & paste object to drawer location..

Thanks in advance !!

This is a perfect case for Parenting objects.
Set your drawer as a parent to the jewels, and they'll move with it.

How to
Select the jewels, then select the drawer an set it as a parent.
Object > Parent > Object
Shortcut: Ctrl + P > Object

Objects with and without parenting.

Further reading:
Parenting objects in Blender Manual


bezier curves to flat mesh I am trying to use bezier curves to make animatable 2d objects for an animation of mine, but for some reason, whenever I click on the 2d button for making a curve 2d, there is no fill of surface. Here is the problem illustrated below.

What I want is the shape to be fill with surface mesh, but I don't know how.
Thanks for helping me!

The curve must be manually closed in edit mode (selecting the first and last vertex and pressing F to connect) and seen from top view (it should lie on a X/Y plane) to be properly filled.

If you want to animate it, check the AnimAll Addon, which can animate single points of a curve.


how can i create an effect for animations that looks like a voxel engine? Is it possible to create an effect like this or this in blender 2.8 or 2.9?
not much else to add. any help apreciated!

Maybe try the Remesh modifier (Blocks option):


How to smoothly combine objects at a right angle? I'm trying to make a walkway with planks for a game. As part of this, I need to make a walkway with a right angle. As such, I want to make a clean line where the planks heading in different directions combine cleanly. The picture should more clearly show the problem. I've tried creating a triangle and booleaning the planks, but that ended up not working properly. I used a cut tool to cut the planks as can be seen in the image. I'm stuck on where to go from here.

I personally think the imperfections in your joined planks look good.

However for a precise approach consider the following. The Knife Tool has the option to cut in steps of 45°.

Go into edit mode. ↹ Tab
Use the Knife Tool K to cut a 45 degree angle by pressing C once to activate snapping duration the operation.
Remove the vertices which are not needed. X
Snap the cursor to the outer corner where the planks join. ⇧ ShiftS > Cursor to selected
Select all A and duplicate the geometry ⇧ ShiftD. Let it rest in the same place.  RMB
Activate Cursor as Pivot NumpadPeriod, then rotate the duplicated geometry 90 degree around the cursor pivot. R90⏎ Enter.
Mirror it in Y. SY-1 or ⎈ CtrlMY
Remove the double vertices. W>R


How do I convert a bone to b-bone with Python and set the number of segments I made a string of bones but want specific bones to be b-bones
I have:
bpy.ops.object.armature_add()

the python suggestion is:
bpy.data.armatures['Armature'].draw_type

how do I define b-bone from this?

You cannot have specific bones as b-bones..it's all of them or none of them - the type is for the whole armature. You can have all as b-bones and set the segments to more than 1 only for the specific ones.

import bpy

bpy.data.armatures['Armature'].draw_type = 'BBONE'

bpy.data.armatures['Armature'].bones['Bone'].bbone_segments = 3


How to create a 3D presentations using Blender? I've made a 3D reconstruction of a church where I've worked and I would like to use this to illustrate my work (technical analysis on mural painting). I've some data to show regarding the building and some additional photos . So I would like to create a presentation with blender adding text and other things directly into the 3D model, and navigate through it to show the data and my considerations. I would like to make something like Prezi with Blender. How can I do that? I've seen one tutorial but I would like to know, which is the best way to organize the data? How can I make a presentation with different "slides" so that I can go to the next or the previous?

Of course I don't want a step by step tutorial, I want a general procedure to know how to organize the project to make this kind of use of Blender.

I've seen this done before (yes, Blender as a power-point replacement).

Using Camera Switching

Blender can use timeline markers to switch cameras.

This means you can jump between markers to switch slides.

You can have 3d text in each view, and animate the visibility if you rather they don't display in every slide.

This also has the advantage that you can press Play and watch the full presentation.

See: How do I cycle through the camera views?

Using Scenes & Screens

You can configure each screen in blender to be a slide in a presentation.
Then use Ctrl + Left/Right to switch.

Each screen can point to a different scene (or the same scene with different cameras in each viewport).

You can also make use of background sets (the ability for many scenes to share one common scene as a background). - see scene buttons.

Using background sets means you can have a common scene for the detail, and other scenes can overlay text or any elements you don't want to enable all the time.

Using Scenes & Outliner

This just means adding one scene per slide, and using the outliner to change between them, The small disadvantage here is you need to have the outliner open, so you can't switch slides fullscreen.

With this method you can still use background set-scenes, and its rather quick to setup. If you wanted to you could always add a key binding or addon to switch scenes without using the outliner.

Hints

Enable 3D View -> Display (Panel) -> Only RenderThis stops cursor, manipulator and other info widgets from drawing, so you can focus on the content
You may find 3D View Full screen useful to play the presentation,its setup to minimize distractions.

If you want to get rid of the header too - this can be toggled with Alt+F10.

This Python command will cycle to the next scene:

Code:

from bpy import context
context.screen.scene = bpy.data.scenes[(bpy.data.scenes[:].index(context.screen.scene) + 1) % len(bpy.data.scenes)]


Can I reach the World's horizon_color in bge? I was wondering if possible to retrieve and change World properties in-game, especially the horizon_color.

I'm not sure if this is what you want:

import bge
scene = bge.logic.getCurrentScene()
# background
saveit = scene.world.backgroundColor
scene.world.backgroundColor = [r,g,b]
# ambient light
scene.world.ambientColor = [r,g,b]

With r,g,b float values from 0 to 1.

If you have mist enabled, you should also do:

# mist color
scene.world.mistColor = [r,g,b]


Multiple Objects, Multiple UV's and Multiple Shape Keys Conundrum I have a ton of objects, with multiple shape keys, what I need is a way to get uv's for each shape key on all objects at once. Any ideas how to do this?

Even if I just had multiple objects with multiple, matching uv's I cannot choose all objects and choose specific uv channels to edit for all objects (I can only select the specific UV for the 'active' object, not all selected... The same applies with trying to select a specific shape key on multiple objects).

It's a real predicament and I would be eternally greatful for a solution).

Select all your objects (make sure all objects have the correct shape key selected and the correct uv set go active) and press Tab to enter Edit Mode for all objects at once. Then you can edit all the UVs all at once.

You should also think about the reason you got into a big mess where you would need to do that and if there is another way. If not, here is a simple script template to select all the shapekeys and all the uvs at once. if the UV is not present yet it will be created.

import bpy
UV_name = "Your UV Name"
for o in bpy.context.selected_objects:
    o.active_shape_key_index = 0
    if UV_name not in o.data.uv_layers:
        o.data.uv_layers.new(name=UV_name)
    o.data.uv_layers[UV_name].active = true


Subdivision problem during modeling I'm a beginner at Blender. I'm trying to model a wrench, which looks like this without applying the subdivision modifier:

And like this after using the subdivision modifier:

A closer look of the end:

There are no doubles and I think I have enough tightening loops here. Really can't figure out what's wrong, any suggestions?

Blender can't figure out what to do with that big, oddly-shaped face on top.  You can see that even with a simple cylinder:

A few extra cuts on that face will make it smaller and convex, and it solves the problem:

That said, you should try to avoid large faces with more than 3-5 edges (preferably 4 edged quadrilaterals), which will give you the best results for subdivision.

Also, your initial model is very high-poly for a model you intend to subdivide.  Your UN-subdivided model is high-poly enough that it'd probably already work for most uses.

For subdivision modelling, I always try to economize the amount of quads before subdividing. Here's a quick wrench I did that uses a pretty small number of vertices:

...but it still subdivides quite nicely:

Hope this is helpful!


Transparent Depth and Transparent Node not working I am trying to create a shader that renders visible when looking at it from behind another invisible object, and vice versa. However, when the object is supposed to be invisible, it renders a black artifact in it's place. Is there any way to get rid of this and simply keep it transparent?

http://imgur.com/a/DQYyx

I believe the issue you're having is due to a circular dependency.  You're counting the number of Transparent Shaders the ray is passing through, but what happens when the material that that number depends on is a Transparency itself?  I believe that's why Blender creates a Null shader.

You can do something similar with a Glass Transmission Shader set to IOR of 1.0 for your "transparent window" thingy.  Disable everything but Camera in the Cycles Setting:

Then instead of Transparent Depth, just use the Transmission Depth input for your object:


Cycles. Box on font line unable to delete I have a box on the font line of my text crawl that also appears to be a point of axis for the crawl. I cannot remove it without deleting the text. I am pretty new to blender so still learning, below is the link to my blend http://www.filedropper.com/attempt1_1 . can you look over it to see what I am doing wrong?

After you converted the text to a mesh(That's how it was when i downloaded the .blend), there was more than one, many in fact, squares overlapping it's self.

Just select all, press W and select remove doubles. Then, select the square again and delete it.

A step by step guide:

Select the text.
Enter Edit mode.
Select all and then press W then press Remove doubles.
Press Z to go into Wireframe mode.
Press C to turn on Circle select.
Select the square using Circle select.
Press X or Delete and then press Vertices .
Exit Edit mode, and it should be done. :)

Link to the process.


What settings will preserve quality when I output an edited .mp4 for Youtube upload? EDIT START
While the links below suggest solutions in line with what I'm looking for, testing the solutions (H.264, Lossless Output, etc) results in near-identical results to my problem examples. While I continue to experiment with this, the information provided as answers have failed to have any impact on the issue at hand.  Is this unavoidable? Is Blender, then, unsuited to editing such footage? Should I use a different program that doesn't need to re-render the footage? Or should I make my initial recordings with far less compression?
EDIT END

Original file, captured from I Am Alive with Open Broadcasting Software.

Edited file, output from Blender... (note the heavy artifacting and colour compression in the well of the desk, just above and to the left of the girl's knee - now a uniform green rather than gradients of brown)

...with the following settings (informed by this page):

Does anybody know of a way I can edit a video in the Blender VSE without losing so much information and gaining so many distracting artifacts?

(Also - I know this is unlikely, but... is there any way to edit (eg. snip a bit off at the start and end) a video without having to re-render the whole thing? Takes so darn long...!)

All the best,

--Rev

Work from the best quality sources you can, and keep the work in EXR stills format until you are ready to conform the work to a master.
BINAC: Blender Is Not An Encoder. The bulk of your issue here is largely because you are relying on the various encoding settings from within Blender. Blender is not and should not be considered an encoder. Work from step 1 and provide a series of still images that your conformer can work with. For example, outputting to 100% quality JPEGs from your EXRs and then encode them with FFMPEG. FFMPEG offers many preset configurations that will deliver results that are leaps and bounds better than Blender's encoding defaults, as well as provide you with the flexibility to encode shot by shot if required to a suitable format.

For more information as to the low level internals and the whys regarding the above, you can see an answer I have posted here. Good luck.


How to composite output of multiple scenes? So, I was looking around the web about the max number of frames per scene, which is  1,048,574. BUT the Blender docs state that "In practice, a finished work is typically composted of output from many scenes. So this limit does not prevent you from creating longer works." I was wondering how do I do this?

EDIT: Just realized there is a typo in the Blender docs, should be composed or composited, not composted, in case that was causing any confusion.

What this means is that you have multiple different scenes in multiple different .blend files, and you render each scene individually. Then, whether it be in Blenders Video Sequence Editor or another software, you combine the short clips into a longer work.

For an animation, no the full world that the animation takes place in is almost never fully built. Take a film like Toy Story for example. The artists didn't build all the parts of the city in the same file and render the entire animation in one go. Instead, they would have broken it up into a bunch of smaller files of various locations, or the same locations with different characters, or at different points in the film, or any number of reasons. Managing something the size of a feature film in a single file would be by all accounts impossible.

A short animation would be much easier to manage as a whole in comparison, but that's relative. It will still be easier to link objects, materials, animations, etc. to multiple scenes and combine the renders later on.


how do you render displacements in cycles? i was hoping someone could help me figure out why my rendered image doesnt render what the viewport sees. the first image is of the viewport and the second is the actual rendered image. any idea whats wrong?

full screenshot:
i did change a few settings on the material but they really just changed the shape of the crystal spikey things. thats why it looks different in the 3rd image

It might be the Suzanne head, blocking the light. It is hidden in viewport, but appears in render, casting a shadow. Just disable it in renders and you're good to go :).

Click the filter button, and show all visibility options.  The camera icon disables objects in render. Click the camera icon to disable in render:


How to fix Blender Texture paint? First of all let me just say I'm new to blender and I may be doing something wrong but after an 1 or 2 on google I've haven't found any answers.

Whenever I use texture paint in blender I have 2 consistent problems.

When I use Blender Texture paint the image on the left side is always a blank grey even when my mesh on the right has colour.
If I attempt to use draw and paint on the left or right Blender will freeze. I can wait 20 or so seconds and it will unfreeze and maybe 50% of the time my last action before freezing will show up.

Any help is appreciated, thanks.

I'm new myself but have you tried:

Is the correct image selected on the left side. At the top of the page you can select what image to display (next to the buttons for view, brush, image).
Do you have rendered view selected on the right and Blender has to render everytime you change something?

Again I'm new myself but this is what I thought of.


Basics of Cycles shading I have been using Blender for few months on and off. I keep learning and forgetting how to do things. The problem is I don't have a solid understanding of few key things in blender especially about shaders, textures, and materials. I follow youtube tutorials to achieve my desired goal. There are people that will tell you what shader to use, but not why you should or should not use a different shader.

Could someone simply explain what basics I should have in mind when setting the material for objects in general? Or could you please recommend a book or some online material that covers the basics on how to use shaders (in cycles), for instance at an intermediate level?

Here's my approach to creating materials in Cycles.  In my opinion, it helps a great deal to have a decent understanding of how Cycles works.  Knowing at least a little bit about the gears behind the rendering process can be a huge help in putting together a decent shader.
Cycles in a Nutshell

Cycles is a backwards ray tracing engine.  Ray (or path) tracing is the process of simulating light bouncing through a scene.  It is a backwards ray tracing engine because instead of emitting rays from each light source and tracing them through the scene to the camera, it shoots the rays from the camera "through" each pixel and traces their paths backwards through the scene to the light sources.  Once the ray reaches its final destination its pixel's color is calculated based on the path it took.

See this answer for a more detailed explanation.
What is a shader?

A shader is what tells Cycles how light interacts with a surface or volume.  When a ray hits the surface of an object, the shader assigned to that surface is invoked.  The shader tells Cycles two things, how the ray bounces off the surface, and how the surface affects the color of the ray.
The Fundamental Shaders

There are two basic types of surface shaders, reflective and transmissive.  Reflective shaders bounce light off the surface, transmissive shaders let light pass through the surface.  For each type there are two basic shaders, what I am calling scattering and sharp.
Diffuse - scattered reflection
When a ray hits a diffuse surface it will bounce off scattering in a random direction.  Since light reflects in all directions from a diffuse surface, the surface will look the same no matter what direction you are viewing from.   Diffuse is what most people would consider "flat" or "matte".

Glossy - sharp reflection
When a ray hits a pure glossy surface it will bounce off along the angle of incidence (specular angle).  Since incoming light from a given direction will always reflect in the same direction, glossy reflections change when viewed from different angles.

Glossy shaders also have another parameter, roughness.  Roughness introduces a small amount of randomness into the direction of the ray as it bounces off the surface.  The higher the roughness value the farther away from the specular angle the rays will scatter.

Translucency - scattered transmission
Translucency is the transmissive equivalent of diffuse.  When a ray hits a translucent surface it will pass through the surface and scatter randomly on the other side.

A variation of translucency is subsurface scattering (SSS).  Subsurface scattering simulates materials like skin where the light enters the surface, bounces around, and comes out again close to where it originally hit the surface.

Transparency - sharp transmission
Transparency is the transmissive equivalent of gloss.  When a ray hits a transparent surface it will pass through the surface and continue on its way on the other side without changing direction.  This doesn't necessarily make the surface invisible though since the color of the light is still changed based on the color of the transparent surface.

A variation of transparency is refraction.  When light hits a refractive surface it passes through but is bent slightly, according to Snell's Law.

There are a few more shaders than this available in Cycles, but they are essentialy all "fancy" versions of the above properties.
Combining Shaders

In real life surfaces really don't just exhibit one property, just about any surface is a mix of the properties described above.  So to produce realistic materials in Cycles you have to be able to combine various shaders.  There are two ways to combine two shaders, mixing and adding.
Mixing shaders
Mixing two shaders means the surface will partially behave like on shader and partially behave like the other shader.  In other words, if you mix a diffuse shader and a glossy shader with a mix factor of 0.3, the surface will be 70% diffuse and 30% glossy (the fac parameter determines the fraction of the second input).  Or more precisely, when a ray hits the surface, there is a 70% chance it will behave in a diffuse manner and a 30% chance it will behave in a glossy manner.
Adding shaders
Adding two shaders means the surface will be have like both shaders.  Meaning if you add a diffuse shader and a glossy shader, when a ray hits the surface it will bounce off in a random direction (diffuse) and along the specular angle, effectively creating 2 rays for every ray that hits the surface.  It is worth noting here that without carefully calculating the energy of the shaders being added, adding shaders is likely to produce non physically accurate results.
See this question for more on adding vs. mixing shaders.


Workaround to keyframe the world setting? I'm experimenting with HDRIs and I need to render a still frame of the same scene but with different world settings. I would like to automate this instead of changing the world setting manually, wait for render, change world setting, wait for render, etc.

The world settings nodes are different for each one, it's not just the HDRI that changes, and I'm using Cycles to render.

If I could keyframe the world setting or bind it to markers like it's possible with cameras I could render an animation with a different world setting for each frame, but I can't figure out how to do this. Does anyone have an idea how to do it?

You could merge all your world settings into one world setting and animate node properties.

You could use a mix node, as shown below, to animate between different HDR images and animate the factor from 0 to 1 to switch between them. Adding additional mix nodes after the first one would allow you mix between as many HDR images as you want.

Keyframes can be inserted on node properties in the same way as other properties, by pressing I while the cursor is over that value.

As you said that some other nodes were also different in each setup, you could either animate the values for each node or again use a mix node to switch between whole networks of nodes instead of just an environment node as shown below.

Note that to mix 2 background shaders a 'Mix Shader' node is used instead of 'MixRGB'.

Nodes can be copied from one world setting to another with Ctrl+C and Ctrl+V


Does blender have a layout system for architectural modeling? I just started a modern house project and I want to start with a layout of the house. Is there any feature in Blender that basically lets you draw your layout?

(Sorry if this question is a no brainer, I am new to architect in Blender)

Thanks in advance

Use the Archimesh addon. It is included as part of blender just needs to be enabled in the System Preferences window.

As described in the github page:

Is Blender add-on for creating architecture elements:
Rooms, Houses, Columns , Stairs, Doors, Windows, Tile roofs, Kitchen cabinets, Japanese curtains, Roller curtains, Venetian blinds, Books, Lamps


How to properly "uncurve" those UV wrapping projections? I can't figure out how to "uncurve" those UV wrapping projections. Any idea?

Try the UV squares addon, it does exactly what you're looking for.

Related: Texture big problem


Scene mirroring every direction I am doing a simple scene. Whenever I render, there seems to be a strange problem - the scene is mirroring in every direction. I have no idea where it comes from. If you disable the whole collection 1 in render the problem disappears. However, I disabled each individual object in this collection and the problem still persists. I have no idea what to do :(Blender file
Let me add a rendered movie for You.
https://www.youtube.com/watch?v=s-J7c0s8WPE&feature=youtu.be
In the end You can see like a giant mirror wall which is not there in the scene.

The Smoke Domain has a weird material.

Also, all texture types that are not color should have Non-Color Color Space.

Some objects probably are missing smooth shading.

After the changes.


How to use a pivot point to mirror mesh with script I have pivot point and cursor set as in this answer. Now I want to use it to mirror mesh of an object by running script from the text editor. Mirror works fine, but it does not use the pivot point. Does it mean I have to run the code from the 3D View, or there is a way to switch to the context, and still run it in Text Editor?

import bpy

def areas_tuple():
    res = {}
    count = 0
    for area in bpy.context.screen.areas:
        res[area.type] = count
        count += 1
    return res

areas = areas_tuple()
view3d = bpy.context.screen.areas[areas['VIEW_3D']].spaces[0]
view3d.pivot_point='CURSOR'
view3d.cursor_location = (0.0, 0.0, 0.0)

bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.transform.mirror(
    constraint_axis=(True, False, False),
    constraint_orientation='GLOBAL',
    proportional='DISABLED')
bpy.ops.mesh.flip_normals()

After reading gandalf3 comment all works!

import bpy

def areas_tuple():
    res = {}
    count = 0
    for area in bpy.context.screen.areas:
        res[area.type] = count
        count += 1
    return res

def get_region(area):
    res = None
    for region in area.regions:
        if region.type == 'VIEW_3D':
            res = region
            break
    return region

areas = areas_tuple()
view3d = bpy.context.screen.areas[areas['VIEW_3D']].spaces[0]
view3d.pivot_point='CURSOR'
view3d.cursor_location = (0.0, 0.0, 0.0)

bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_all(action='SELECT')
override = {
    'window': bpy.context.window,
    'screen': bpy.context.screen,
    'area': area,
    'region': get_region(area)
    }

bpy.ops.transform.mirror(
    override,
    constraint_axis=(True, False, False),
    constraint_orientation='GLOBAL',
    proportional='DISABLED')
bpy.ops.mesh.flip_normals()


Attaching edges with dissimilar vertex counts I'm experimenting with adding modelling techniques, one being attaching edges that don't have the same vertex count (for example so I can model hands with more detail than the arms to which they attach).  I've made two simple meshes to experiment on:

I've tried various ways of connecting them and have so far come up with the following:

Whilst these work for basic flat planes, there's a couple of issues:

The version with 2x vertices in one edge introduces triangles
The version with 2x vertices introduces poles with 5 edges meeting at a vertex
The version with 3x vertices introduces poles with 6 edges meeting at a vertex

I expect that there's no way to eliminate all of the above issues, but are there ways to minimise them?  Is there a recommended technique for doing this in the general case (connecting edges with an arbitrary number of vertices?)

This is what I'd recommend:

There are no triangles, and no 6 poles.  There are, however, 3 poles and 5 poles.
Notice another thing: your left attempt has degenerate quads, quads with 3 collinear vertices.  Triangulation can create zero-area faces which wreak havoc on the interpolation of smooth-shaded normals.  It's easily enough fixed, just wanted to make sure you were thinking of it.
There are a number of issues with vertex connections like this.  Undesirable poles cannot be completely eliminated.  There is no way to connect an odd number of verts to an even number of verts without making triangles.  For character animation, you frequently screw up your edge flow or topology chosen to hold volume at joints, and those are more important than your strict vertex count-- you're better off adding or deleting edge loops than you are trying to use joining techniques.
The way to work with the poles is to minimize their impact.  Place them on the most planar part of the mesh that you can-- even a thousand=pole is fine when all of its neighbor faces are coplanar!  You don't have to drop the whole 2:1 over a single edge loop; you can use multiple edge loops, dropping 2 or 4 verts each one, so that you can place your poles more carefully.


Move/Scale/Rotate Edge to Create New Faces? From 3ds Max, it would be the equivalent to selecting an edge holding shift and then doing the operation (move/scale/rotate) and new faces would be created using the selected edges. Is there something similar to that in Blender?

After pressing E to Extrude, immediately press S to Scale or R to Rotate. Moving/Grabbing along the face normal is the default behavior after extruding, as you probably know. Scaling and rotation happens relative to whatever Pivot method you are currently using.

Also, you might benefit from knowing about click-extrusion. To do this hold Ctrl and LClick where you want the vertex, edge, or face to be extruded to. The angle of the originally selected geometry gets repositioned to make the extrusion smoother.


How to smoothly rotate an object from one direction to other I am trying to rotate an object from one direction to other direction. How can we make it smooth rotation? Right now it is making a jumpy rotation with the following code. Thanks in advance

import bpy
import mathutils

context = bpy.context
scene = context.scene

obA = scene.objects.get("Cone")
obA["speed"] = 0.1

def setloc(scene):

  a = bpy.data.scenes["Scene"].frame_current
  if a < 60:
    loc = mathutils.Vector((8.0, -0.05, 0.0))
    dv = loc - obA.location
  else:
    loc = mathutils.Vector((-10.0, 14.05, 7.0))
    dv = loc - obA.location

#rotation
  rot_quat = dv.to_track_quat('Z', 'Y')
  obA.rotation_euler = rot_quat.to_euler()
  speed = obA["speed"]

  if speed > 0.000001 and dv.length > 0.000001:
    obA.location += speed * dv.normalized()

bpy.app.handlers.frame_change_post.clear()
bpy.app.handlers.frame_change_post.append(setloc)

You can use an auxiliary vector n which indicate the direction of the cone, and make n to be a mix between the direction to the target and another vector n0. Then the coefficients of the mix should vary smoothly in time.

import bpy
import mathutils

context = bpy.context
scene = context.scene

obA = scene.objects.get("Cone")
obA["speed"] = 0.1

df = 30
n0 = mathutils.Vector((1., 0., 0.))

def setloc(scene):

  a = bpy.data.scenes["Scene"].frame_current
  if a < 60:
    loc = mathutils.Vector((8.0, -0.05, 0.0))
    dv = loc - obA.location
    n = dv.normalized()
    rot_quat = n.to_track_quat('Z', 'Y')
  elif a < 60 + df :
    loc = mathutils.Vector((-10.0, 14.05, 7.0))
    dv = loc - obA.location
    n = (df-abs(2*(a-60)-df))*n0 + (2*(a-60)-df)*dv.normalized()
    rot_quat = n.to_track_quat('Z', 'Y')
  else :
    loc = mathutils.Vector((-10.0, 14.05, 7.0))
    dv = loc - obA.location
    n = dv.normalized()
    rot_quat = n.to_track_quat('Z', 'Y')

  obA.rotation_euler = rot_quat.to_euler()

#rotation
  speed = obA["speed"]

  if speed > 0.000001 and n.length > 0.000001:
    obA.location += speed * n.normalized()

bpy.app.handlers.frame_change_post.clear()
bpy.app.handlers.frame_change_post.append(setloc)


Blender shrinkwrap modifier I have a question about shrinkwrap.
I'm started mastering car course by cg masters I'm doing fine but and I can't understand one thing.
As English is not my main language and I'm bad with it I need some explanation please, I don't understand the author correctly.
1) We have GUIDE mesh and BASE mesh. Which one is main and which one is the second ?
2) We make main mesh and then copy it to apply shrinkwrap on it mesh later.
2) Guide mesh is main and  must have subdivision level 2 and base mesh subdivision level 4 ? Or vice versa ? I'm stuck.
As I understand the process: we make simple mesh (guide) in subdivision 2, copy it, then we make detailed mesh (base) from copy in subdivision 4, apply shrinkwrap modifier with guide mesh.

CG Masters explained their modelling techniques much more thoroughly in their Hard Surface Modelling course series. I'll try to explain it here.

They are using the Shrinkwrap Modifier to avoid shading issues. When you are using many modifiers such as Boolean and Subdivide Surface modifiers, it is common to encounter strange/unwanted shading (such as creases and sharp edges) on the surfaces.

Thus, to avoid those shading issues, they create two meshes, a base/guide mesh and a detailed copy mesh. The base mesh has a minimal amount of detail on it, its purpose is to provide the proper shape and shading to the detailed mesh. The copy mesh has all of the details, such as boolean cutouts, on it. Since this results in shading issues, they use the Shrinkwrap Modifier to stick the Copy mesh onto the Base Mesh. Doing so transfers all of the normals from the base to the copy, fixing the shading while keeping the detail.


v2.77a - Textured object not updating when manually changing UV coordinates I am experimanting with texturing simple objects. My idea is to use very small textures. So I manually resized and moved the UV coordinates to be inside the pixels. You can see on the screenshot I have uploaded.

Unfortunately they do not seem to update. I have zero idea why, any hints or tips will be appreciated.

[Edit]: I have put all obj faces that should be red over the red in the texture (neatly arranged without overlapping). I have moved all the faces that should be black on the top (this time I did not arrange them as it did not help with the red).

I expect all front and back of the cross to become red and the sides to be black.

If you're using Cycles, you will also have to have the image mapped to a material node (like a diffuse or something) before it will show up properly in the Viewport.

Try setting up the material nodes the way they should be, and see if the texture updates better.

The other thing that might be causing this is if your texture is set to repeat. If it's repeating, then when you move a UV island outside the red area, it will still be red. It might be updating... you just can't tell.


Custom Nodes Variables Not Being Stored I am having an issue while working on a custom node tree. When I create a variable in self on a custom node it is not available in other functions of that class, for example:
from .base_node import  Base_Node
from bpy.types import Node

class Test_Node(Node, Base_Node):
    bl_label = "Test Node"

    def init(self, context):
        self.outputs.new("tree_mesh_socket_type", "Tree")
        self.inputs.new("tree_socket_type", "Tree In")
        self.Test_Bool = False

    def On_Execute(self):
        print(self.Test_Bool)

I get the error:
line 14, in On_Execute
print(self.Test_Bool)
AttributeError: 'Test_Node' object has no attribute 'Test_Bool'

This happens where ever I define the variable, it is only accessible from the function it is created in.
Am I just misunderstanding how the node classes work or is this a bug? Should I be using a different method to store the data?
Thanks for any help.

You need to define it outside of the functions to make it a property of the class. Try adding something like the following before your 'def's :
class Test_Node(Node, Base_Node):
    bl_label = "Test Node"

    #Define class-level property
    Test_Bool: bpy.props.BoolProperty()

    def init(self, context):
        .....etc.

This will define a new class-level property 'Test_Bool' and this should then be available as 'self.Test_Bool' from any of the functions within the class.


BGE Animated rig freezes when rig goes off-screen... Can I make it not? I have an animated enemy chasing the player. On the enemy's rig, I save the animation's current frame to a property. I use this property to cue sounds.
It works fine when the player is looking at the enemy. However, when the player turn's their back and the enemy goes out of view, the animation freezes. I can tell that it has frozen because the property I am saving the current frame to stops incrementing. When the player looks back at the enemy, the animation starts from the beginning.
I'm assuming that this is something Blender does intentionally for performance reasons. Can I make it stop?

Any animation that is not seen by the active camera is culled, this is called frustum-culling. As for a solution for it, I am not 100% sure this is a solution, but you can disable frustum culling for a particular camera at run-time with the following code. KX_Camera.frustum_culling
Which is layman terms looks something like this.
import bge

def main(self):

  self.owner.scene.cameras["Camera_Name"].frustum_culling = False

There is also another option called KX_Scene.activity_culling. Again, I am not sure exactly if this only applies to object logic, and not also object animation. The code for it can be found below.
import bge

def main(self):

  self.owner.scene.activity_culling = False


3D Cursor follows Mouse Movement The 3D cursor follows me everywhere and does not let me select any other tool.

In my scenario, when I use the edit mode, the 3d cursor doesn't let me select the vertices,edges or faces.

I am beginner and help is appreciated!
Thank you!

As Chaola said, probably you are trying to select the edges with the left-mouse button. To change this preference:

go to File > User Preferences (or use the shortcut Ctrl + Alt + U)
move to Input section
in the left side you can choose what mouse button you want to use to select objects


Hair doesn't follow vertex group Today I wanted to put some hair on my character. I used weight paint to make a vertex group. The hair particle system doesn't seem to follow the vertex group, though.

Can anybody help?
(I'm sorry for all the silly questions I've asked so far. But thanks for the answers!)
Edit: I've found the answer. Thanks though!

the one that you posted shows that you created a vertex group, the next step is to assign the hair particles in that vertex group.

particles -> vertex groups -> density -> and then scroll down to select the vertex group that you created


Is there anything like Meshmixer's "Make solid" in Blender? I have a mesh with a lot of self intersections I got from running the shell modifier and I will later do some Booleans on it and then 3d print it. The trouble is the intersections throw off the Boolean modifier and make it give inconsistent results so these intersections must be removed before this step. Is there a way to remove these intersection automatically? Right now my workflow involves exporting the model to Meshmixer, running "make solid" and then importing the stl back into Blender. Is there a way to keep the workflow in Blender without adding hours of manual cleanup to remove hundreds of self intersections? If possible I'd like to keep the workflow entirely in Blender for scripting and license purposes in the end use case.

Remesh Modifier is Blenders equivalent of Make Solid in Meshmixer. But the results are unpredictable most of the time so I suggest you stick to Meshmixer for that operation.


Viewport is rendering banded shading, but only in the Layout tab This is how my viewport looks in the "Layout" tab:

Strangely, it looks fine in every other tab. This is from the "Modeling" tab:

This is only happening with this file; new files render as expected.
This happens with every scene in this file (including brand new scenes).

The closest thing I could find online was something about viewport rendering being "paused," but I couldn't figure out where I could find that setting. I suspect it's something quite simple, but I'm pretty new to the program.
Thanks in advance for your time and help :)

EDIT: I have no idea what caused this issue, but I managed to resolve it by deleting my "Layout" tab, then creating a new "Layout" tab with the "Add Workspace" button. Everything seems to be working as expected again.

I'm not sure about what's happening, but turning off "cavity" from the viewport setting could fix the view. When I render it out on both EEVEE and cycles, it doesn't seem glitching.

(Make sure it's turned off)