Compositor. How to join two composite nodes? I'm rather a bit new to the whole node editor and have set up two node sets. One for a glow and one for a focus. I want to combine the two, here they are:

You see the two composite nodes? I want to make those into one whole composition so it renders the glow AND defocus, not one or the other. Thanks!

You could chain the two nodes together. So the defocus node goes into the glare node, which goes into composite. Delete one of the render layers nodes.


Blender icons have no label I have Blender downloaded and installed on my computer. On startup it shows icons having no labels. As a newbie it is virtually impossible to follow any tutorial with this interface. How can I fix this problem?

Blender loads scripts at startup. It seems it cannot find these. The most likely reason is that the path to it has some characters Blender can't read or a file is corrupt. Here is what you can try.

Reinstall and clear all user settings.

On Windows, the directory is located at  C:\Users\USER_NAME\AppData\Roaming\Blender Foundation\Blender\2.6x. Delete this folder and reinstall Blender. See this post for more information on how to locate this directory. This can work for both portable copies and installations.

OR

When uninstalling the program, tick Remove all files (second option) to make it delete the directory and then reinstall.

Try a portable version.
Still clear the old folder from the first point. Since portable builds use the files they ship with, it should work with the files it comes with or generate new ones as needed.


Blender animations how keep bone transform for current frame I'am trying to create push ups animation. I need put down body to the floor, bend elbows, but keep legs and arms in same place.
So, the animation is more complicated, then it looks like, and I really have not idea how to do it. I think I have to create better Ik rig, but i do not which one and how. Do you have any ideas? tutorials?

If you give your rig inverse kinematics this would be a lot easier. Set it up on the wrist and foot bones here is a good tutorial.
tutorial link


Scuplting numbers onto a 12 sided die. How can I draw numbers onto the faces of my dodecahedron?

Select the mesh and go into edit mode (TAB to toggle).

Switch you selection mode to face (Ctrl+TAB >> F).

Select which face you desire to work on.

Set your view normal to that surface (Shift+Numpad 7).

Use Alt+Spacebar >> V to switch your manipulator so that it oriented to your view.

Select a vertex on that face and Shift+S >> U to set your cursor to the active selection.

Go back into Object Mode (TAB to toggle).

Ensure that the toolshelf at the left side of the screen is visible by ensuring that your mouse is hovering over the 3D view, then hit T.

Add a Text object by using Shift+A >> T.

Immediately look at the toolshelf toward the bottom half of the shelf, and check the Align to View checkbox.

Now scale, rotate and drag your text to where you want it in the views XY plane.

You can Then manipulate your text's extrusion, convert it to a mesh, and boolean difference it from your mesh like in this post.

Then just repeat this for every side.

You can see a quick .gif animation of this process at the following link


BGE animations in python? I am trying to convert my animations to python (instead of logic bricks). Here is the action actuator for logic:

I am looking to replicate all the parts of this into python: action playback type (including property and property value), force, add, local, animation name, continue, start frame, end frame, child, blendin, priority, layer, layer (amount, float), blend type, and frame property. In other words, I have various types of animations that use or do not use all these parts; how do I convert every piece of the action actuator into python? Thanks! (if you can't list all, please list the most important ones)

There is no way to "convert" logic bricks. They are native code and have much more connections to the BGE core code than Python has.

Mimic an action actuator

You might mimic the action actuator with playAction().

Dynamically configure action actuators

Your question sounds like you want to either dynamically change the configuration while the game is running e.g. setup a different action, or you do not want to use the GUI to setup a lot of actions to play.

In both situations you can still use one or more pre-set action actuators. The BGE API of the BL_ActionActuator allows you to change the configuration of each of them on the fly. Do not forget you need to activate them after configuration change.

I hope it helps


BGE collision bounds script This script below is very helpful:

import bge

def update(cont):
    own = cont.owner
    own.reinstancePhysicsMesh()

if __name__ == '__main__':
    update(bge.logic.getCurrentController())

What goes in the spaces?
By spaces, I mean what script or property do I put in the
____ _____ blanks of the script? I'm assuming they are for object names.

I'm trying add physics and collisions to my project.

The __name__ and __main__ are as they should be. You do not need to put anything in the underlined places.

__name__ is a variable that either contains the name of the script or the string "__main__" if you run the code in script mode. Again, you don't need to touch them.

I doubt this script will help your issue though. You probably need to look at how to set up a proper character system in BGE. Armatures don't do physics.


Problem with Fracture Modifier deleting changes to mesh If I create a cube, plane or grid and then Edit the vertices so that the vertices are displaced, applying the Fracture Modifier deletes those changes.  The object returns to its original form.

It doesn't make any difference if I apply the Fracture Modifier before or after the changes to vertices.

Any help?

In order to update the fractured mesh after making changes in Edit Mode, you either need to press the "Execute Fracture" button again, or check the "Auto Execute" checkbox so the refracture happens automatically after each change in the edit mode.

Note that depending on the mesh complexity and amount of shards the fracturing can take a bit longer, so I would recommend auto execute only on simpler meshes with less shards.


What does clip=True mean in mathutils.geometry.intersect_line_sphere() This argument seems to be undocumented.
Does it mean that if an intersection point is not between the line's two endpoints (line_a and line_b) then it is not returned?

Short Answer: Yes, it does.

Long Answer:

The source code is located in this file. It calls line_point_factor_v3 which subtracts both, the end point line_b and the intersection point isect from the start point line_a, to get the relative vectors from line_a to line_b and the intersection point isect, respectively.

It then divides the dot product of these relative vectors by the squared length from line_a to line_b.

Since both relative vectors are on the same line, the result of the dot product is negative if they point in opposite directions, else the result of the dot product is the product of the lengths of these vectors.

So basically its

dist(line_a, line_b) * dist(line_a, isect) / dist(line_a, line_b)²

If clip is True it checks wether this is between 0.0 and 1.0 which means the intersection point is on the line segment from line_a to line_b


I think I pressed something by accident, and now my regular movements are jittery. Normally when I press the "g" key everything is smooth. But suddenly as I was working on my model. Everything is moving very jittery and I cant control anything that is happening. The vertices would jump around the point but wont land at the specific area I want. Is there a way I could fix this?

You might have accidently turned on snapping tool. Check if the magnet button on the botton of 3D View is not turned on. Otherwise, please provide .blend file for better feedback.


AMD Radeon R5 M330 is not listed in Blender Preferences my AMD Radeon R5 M330 GPU is not listed in the Blender preferences. I'm using windows 10, intel core i3, 8GB RAM, 2.0 GHz Processor, and 2GB Graphics Card(AMD).
And I'm using Blender 2.81a.

After a quick search I found this:

OpenCL is supported for GPU rendering with AMD graphics cards. Blender supports graphics cards with GCN generation 2 and above.
https://docs.blender.org/manual/en/dev/render/cycles/gpu_rendering.html

Your GPU is GCN 1st generation.
https://en.wikipedia.org/wiki/List_of_AMD_graphics_processing_units#Radeon_R5/R7/R9_M300_series


How do I create an 8 sided die from one object? Simply put, is there a way to make a cube balance solely on one point/vertex?

I'm struggling. I do not want to have to join two objects, nor have to extrude an object. I just want to have a simple eight-sided die created with one mesh.

In user preferences (ctrlaltu) go to "Addons" and enable "Add Mesh:Extra Objects".

Back on the 3D viewport press ShiftA Add->Mesh->Math Function-> Solid

and select Octahedron from the toolbar.


How could two circles be connected when one has an interrupted edge ring? I created a membrane of one speaker and want to connect a duplicate, the outer edge ring is interrupted (because I used Knife Project to cut the holes in the case). The problem is that Grid Fill expects a closed loop and Bridge Edge Loops creates this:

Is there another way than connecting them manually?

.blend

This is actually because you have a mis-matched vertex count, most likely because of a mirroring error:

You also seem to have a duplicate of the speaker:

To fix this:

Select a vertex on the speaker and press CtrlL to select connected geometry, then press Delete> vertices to delete it.
Select the extra loops on the sides and delete them with Delete > Edge loops
Bridge edge loops now works as expected.


Temporarily disable all addons For troubleshooting purposes, I want to temporarily disable all addons, and then re-enable them after running some tests. Any easy way to do this other than manually?

addon_utils

  Blender has a module it uses for addon management called addon_utils,
  this isn't in the API docs and is only for internal usage. But its a
  fairly straightforward
  module.

Disable all addons

Will call unregister on all registered addons.

from addon_utils import disable_all
disable_all()

Reset all addons

from addon_utils import reset_all
reset_all()

both two liners can be run from text editor, or python console.


Trail particles ending in a point? I'm back with another question.

I've been working on a particle system, and I have a cube which outputs square particles from its volume without a normal movement value, then, I move the cube around (via keyframing).

My only problem is that particles usually achieve something similar to the right side of this image:

When what I really want to achieve is what's on the left.

Is there any way I could move the particles to form a point at the end?

You could emit objects from a vertex group of a ico sphere. Let the emitter follow a curve a force field could follow the emitter and attract all particles. The distance of the force field can be controlled by offset.

The fade out of the trail can be controlled by the particles age e.g.

(Note that the particle count has been lowered in the .blend) The age is not correctly calculated when using child particles.


Can I specify the direction along which Edge Slide follows? I have an issue related to Edge Slide.
During Edge Slide with mouse, I can specify a direction along which moving edges follows WITHOUT clamping by disabling clamp (by depressing C) when the edges move along a desired direction. (see the video in the link)
Issue

After operating with mouse I want to numerically specify the slide amount.
However the direction is reset to the default direction after typing the numeric amount.

Can I specify the direction?

Thanks

I think what you are attempting can't be done. The direction of the slide isn't following any edge which is why it snaps to the direction that has an edge to actually follow. That suggested a workaround: extrude and scale (shift-Z) to create edges for the slide to follow. I just tried it to test and it allowed numerical entry after setting the slide direction. An easier solution is shown below. Simply snap the cursor to the pivot point you require and scale from the cursor. Hitting S->shift_Z->numerical value:


Render is giving black and blank screen In my scene when I render animation or photo they just go by quick and produce black images. Can someone look at my file and help me fix it?

I fixed it I went to Properties Panel> Render Tab> and under Post Processing Unchecked Sequencer.


grease pencil rig+ stroke getting messed up I am trying to rig a grease pencil drawing , everything is working as the set weights except the arm it is getting weirdly distorted when I am trying to move it. Any help is greatly appreciated.

From a quick glance it looks like you've assigned the same vertex to multiple bones so you're getting multiple movements.Try assigning the hand just to the hand bone and remove from the arm etc.
From my experience with Grease Pencil weight painting seems to only apply a 1 or 0 in 2D as opposed to actual weights unfortunately (I'm currently in an experimental build so may just be the version I'm in).
Hope that helps
Matt


Cannot move Planar Track bounding box points When setting up the Plane Tracker in the Movie Clip Editor to fit the replacement image into the background target, I cannot move the plane geometry vertex points to the location points on the bg image.  I can select the box outline, but I cannot select or move individual vertices.
I tried switching the mouse button select preferences from LMB to RMB but that did not work.  I can select and move 2d trackers or anything else in the interface, but not the plane track box.
I am using v2.79 on an 2006 MacPro running Lion 10.7.5.

I figured out what the problem is.  I am using the MAYA Input User Preferences, and in the Clip preferences there is no input setting for moving the Plane Marker as there is in the Blender input settings. If I switch to the Blender Input Prefs the mouse manipulations work. So I had to create a new input binding under the Maya Input Prefs just like the one in the Blender Prefs.  It works now.

The input binding is under Input->Clip->Clip Editor->Slide Plane Marker.


The knife tool won't show the exact result that was done before pressing enter So the first picture is right after I selected where I will cut, and the second picture is after pressing Enter/Space Bar which should apply my previous result to the world. But it is not what I asked blender for, and it tries to snap at vertices. In the tutorial video, it seems that I can cut edges without already existing vertices but it is not the case for me. How do I change this?

Congrats. You've encountered a weird limitation of the Knife Tool.
It acts up with too large near/far clipping range.

Unexpected behavior with extreme clipping range (0,1mm-1000000mm)

Solution 01
Adjust your clipping range
Lower the highest values, until the knife tool starts working correctly.

Solution 02
Use flat orthographic view.
Knife tool works fine even with extreme clipping values, when using front/top/side orthographic view.

Note
This is actually caused by 3D View limitations that all OpenGL/DirectX graphics applications have. It's not just a Blender thing.
You can read more about it in the Blender Troubleshooting Manual.


Appearance of reflection of Point Light I've been using Point Lights to give light to some candles.
But how do I get the reflections in the window to appear better/nicer using Cycles? They're just yellow blobs as you can see:

The easiest way to fix this would be to decrease the radius of the point light through the point light settings

This will make that yellow blob pretty much disappear but if you want it to look like its actually fire, you have to give an emission shader to the fire


How do I import export .nif I'm trying to fix the items in Skyrim that I think is way to low poly and is stuck with a .nif that I can't find anything to open it with

Here's a link to an addon:

http://niftools.sourceforge.net/forum/viewtopic.php?f=13&t=5823

To install it:

Download the folder
Open User Preferences (Ctrl+Alt+U) and under Add-ons, click Install from File. Then navigate to the file and select it.
It should now appear in the window and you can tick the checkbox in the upper right to enable it.

Related: Installing an addon


What are the pros and cons with using the Blender installed Python or the system Python? I'm on an iMac using 10.14.3 (will be upgrading soon) and using Python 3.7.3. I'm using Blender 2.91.2 and the installed Python with Blender is 3.7.7. I have concerns about Blender installed Python (that I've asked about here) and am wondering if I'd be better off just using my system version of Python. I understand all I need to do to make that work is to rename the Python directory in my Blender folder.
My concern is what that changes. Is there anything special about the version of Python that comes with Blender? I know it's a newer version than on my system, but I would think, since they're both 3.7.x, that shouldn't be a big issue.
What kind of consequences will I have to deal with if I use the system install vs. the Blender install? Are there disadvantages to using the system install? My main reason for doing this is because I am adding modules to use in Blender scripting and I know that when I install PIP and other modules in the Blender Python, I'll have to redo those every time I install a new version of Blender.
I'd rather just use the system Python, since that involves less work when I upgrade Blender (just changing the Python directory in the Blender folder), but I want to know what consequences to expect before making that change.

Opining on the pros of both.
Possibly walking a fine line re being closed as an opinion based question, more suitable for a forum
As I see it, the big "PRO" for the bundled python lies with the distributors and non python minded users of Blender. A Blender version is built against a certain version of python, and will only run when the x.y of the python x.y.z version (built against vs run against) match. Blender could distribute blender without a bundled python, and inform which version to install. Rather than doing this they have included a bare bones install of the required version.
As intimated in question, the big "PRO" of using  a system based python is it is often a lot easier to install 3rd party modules using the OS's package manager, and to get help if and when there are issues.
Recall numpy being an example of this. Once upon a time the python bundled with blender came without numpy.  As scripts and addons began to appear using numpy, so did questions of "cant install numpy to use with blender",  "blender can't see my numpy"... Now numpy comes pre installed as a site package of the bundled python.  The end user can now use the script / addon and be blissfully unaware of pip n PYTHON_PATH's and all that other "fun" stuff.  Perhaps PIL may get in.


Exact drag increment. So I am trying to drag to get exact numbers and measurements, is there a way to set the increment at which the drag tool controls the size of an object. currently when I drag I get something like 1.0574-1.0342 per drag when I want to get 1.0574-1.0573. is there a area where I can type in a number to control how slow the drag is when resizing edge lengths.

What type of transform are you using, moving, roatating scaling?
How are you "dragging", from the transform manipulators?

If so either use hotkeys instead, G for moving, Rfor rotating, and S for scaling. That will allow you to input an axis constraint with X,Y or Z and then iput a distance, factor, or angle afterwards.

Just type the value and look in the bottom left of the 3D View header. + and - will toggle positive or negative values. You can even input simple math expressions by entering formula mode by first typing an asterisk (*), then typing down any math operations desired.

If you still want to use the transform manipulators then the only way to introduce precise values is either from the operator properties on the bottom left of the Toolshelf (T key) or from the operator popup by pressing F6 after transforming.


There is no open street map in my user preferences I opened user preferences and clicked on add ons and then typed openstreet map but there is no open street map showing in he settings.

Probably it is not part of the standard addons packaged with Blender. You can always install new addons by clicking "Install from file" and selecting the zip or py file containing the addon. In your case the blender-osm addon.


When I render the scene, the dress gets weird I don't even know whats going right now. So im just going to post an image hoping someone can help me lol.
The Left is before render and the right is after render.
P.S. when is (Shift-Z render its fine, but when I F12 render the image or animation this error happens)
Can someone help explain to me why the dress is doing that when its rendered??

Never mind, figured it out. (It only took me like 50+ legit hours)
I had the displacement modifier turned off. Simple solution.


SVG contour style is missing I have this SVG I'm trying to import to blender, but the thickness of the contour just doesn't show.

Is there a way to import the svg exactly how is shown in the other softwares?

This r the prints of my problem.

I'm using Blender 2.79.

Give the svg path a volume with the Solidify modifier.

Set the Offset to 0 and Use the Clamp value to thick or thin the stroke.


how to fix this fluid simulation It's my first post in here, so I hope a friendly soul wanna help me.

I got this problem with my fluid inside of my obstacle. I want to "flood" my pumpkin head from inside out, to force the "honey"-fluid to come out from the mouth or so..

you can find my project here:

It seems like though, that the obstacle has an "invisible" "fill" or "wall" inside of it...

I have already tried to adjust different things on my fluid simulator, but, nothing seems to work out for me. I'm new to blender, changed from maya, so maybe it's just a stupid mistake I have overlooked.

I hope you can help me :)

Kind Regards
A

I tried your file, and noticed the "obstacle" (which has unapplied scale, as the domain and fluid too) was really a high detail mesh... but had 2 "geometry creating" modifiers not applied:

a solidify to give depth to your pumpkin shape
a catmull clark subsurf (level 4!) to smooth it out

that gives over half million polygons...

(note I uploaded - valid - images but atm I they don't show up... I guess imgur.com has issues... I'll fix this later if still needed. edit: now they seem ok.)

in order to check the mesh as the simulation could see it, I initially applied the solidify modifier, and inspected the resulting shape with the 3d print toolbox tools ("check all") which gave a lot of issues, and you can easily see that your solidified shape has many badly topologized surfaces (due to the modifier).

It does not seem that bad, at first glance, but since you later add a c/c subsurf (level 4) to this, the bad surface just becomes more smooth and detailed, but if you disable the c/c subsurf modifier, it is easy to spot several part of the mesh that have that bad topology

this kind of (resulting) mesh issues can easily give bad fluid sim results, imho. I would try to

remove the subsurf
fix topology after applying solidify
test the fluid sim with this simplified and fixed mesh

and/or practice with a much simpler obstacle mesh (think of a basic cube with a simple square hole), to be sure the simulation is correctly working with that, and only then, replace the obstacle with something more complex (but with good topology).


When I sharpen edges, why do I get random spikes? Could someone please teach me how to get rid of these sharp spikes? It's really annoying and I'm not really sure how to go forward after this. Also, this only happens when I edge sharp. Thanks!

welcome to BSE, you need to work more in the topology, that spike is an "ngon" that got triangulated by the sub-div modifier, for working with surf you need to have a decent quad topology to generate the shape you want.... you small objects seems not merged to that ngon, keep those separated like that...


The score resets when scene resets I need help keeping score when I reset the scene.

This is the game file link.  https://www.blendswap.com/blends/view/92672

My score shouldn't reset when resetting scene.  It should stay when scene resets.

you can use a Game actuator, load global dict and save global dict, i dont know how this actuator works. i think you'll need little bit of python to do this.
google for "bge global-dict". there are a few tutorials on youtube.
or you can just create a file.
with open("file", "w") as f: f.write() f.close(),
save the file a openit up from other scene.
with open("file", "r") as f: f.readLine() f.read()... and so.
It's basically the same thing. A dict that blender handles or a "dict" you handle.


Constrain position of group of wiggling objects within another I try to animate a group of objects with Animation Nodes and I am using Vector Wiggle but I would like to constrain the position of the particles or other objects, within an inside of e.g. a torus. Just to emphasize, I do not want to use a particle system because it is not loopable.
I tried a rigid body and collision modifiers but that does not seem to work for me.

Here i created points inside a torus using particle system and animated it using wiggle vector node. Using bvh trees we can find the points which are inside torus, the points outside is replaced with nearest surface point on the torus.
You can work more on nearest surface point to get more smooth animation.


Changing every object in a group I'm asking how to change every object in a group of objects to be the same mesh type as a third object, which is created on a different layer.

Thanks for the answers

you can do this with a script :

set the group name
select the chosen object and run the script

Note : you can choose to make them linked or non-linked duplicates

import bpy

group_name = 'Group'
linked = False

chosen = bpy.context.object
mygroup = bpy.data.groups[group_name].objects
for obj in mygroup:
    if linked :
        obj.data = chosen.data        # linked duplicates
    else :
        obj.data = chosen.data.copy() # Non linked duplicates


How to only show the paths of Greace Pencil strokes? I accidentally inputted a shortcut while drawing in a Greace Pencil object and now only the paths of the strokes are shown.

Now I'm curious about what key combination it was and how to leave this view.

I believe it was Ctrl + T (unfortunately I cannot test this because I stuck in the path-only view).

Here is an example:

I'm using Blender v2.83.2.

As far as the hiding of the strokes goes, I have found a solution:

For whatever reason, the wireframe view was selected.
This problem was solved by selecting any other view in the top right corner (e.g. Solid view).


How do I select and deselect only one object? I am in "preferences >input> object mode / mesh" looking for the place i can change the default settings in order to being able to select one object with LMB and deselect it with MMB. I only found the setting "(De)select all". But can´t find anything similar for only one object, thus, my changes affect all the objects that I might have in the scene.

Thanks a lot.

If you want to select with Left Mouse button instead the default Right Mouse Button you need to change this option:


Help with extruding along the 3D cursor Recently I've been following an online tutorial video on 3D modelling, and in the current course I'm working on, I am currently engaged on modelling a gear, however I've run into a bit of a problem in this endeavor.

The problem I'm having is that I am unable to extrude the model in the same manner as described in the video, by switching the Pivot Point from Median Point to 3D Cursor and then extruding outwards to make the teeth of the gear.  Unfortunately, switching between the Median Point and the 3D Cursor doesn't seem to make any noticeable difference in the manner of how the gear is supposed to be extruded.

How my version looks:

vs.

The example shown in the video of how it is supposed to appear

Any insight into this matter would be greatly appreciated.

After extrude E (and before applying it) press S

It will swich from transition to scale.

Also you can in extrude press Esc for cancel transition, then press  S


Good way to export good manufacturing models I'm looking to find a plastic manufacturer for my model, and looking around I found this list on a quote page:

  STP (Preferred)
  IGES
  SLDPRT (Native SolidWorks)
  PRT (Native PRO-E)
  X_T (Parasolid)

Obviously these aren't the only formats manufacturers like to work with, but Blender doesn't export to any of them. What's a good tool to get these types of files? I'd prefer not to download anything, but I will if I have to. I'm running Ubuntu.

Blender has several export plugins: You can also download more, to look for them, open your preferences Ctrl-Alt-U>Addons and use the import export tab:

In orange is an option to install an add-on, you can search, on Google, for an add-on that will export do that format.
As a last resort, you may have to use multiple programs... however we may not be able to help with that...


Can I keymap scrubbing the timeline with the mouse wheel? Title says it all. I want to be able to scrub the Video Sequencer or timeline with the mousewheel, preferably with a modifier key such as shift or alt. I want to program the firmware of a rotary encoder peripheral to do it.

I posted the answer to my question within my own question. Questception.
Alt+mousewheel scrubs the sequencer.


Trying to select objects by name with script, don't understand this behavior I want to run this script and have it pick up references the four pre-existing "my_xxx" objects, so that the script can then operate on them. However, all four variables end up referring to my_Sun, and it is the only object that moves.

Question: I would like to understand why this isn't working the way I expect, am I missing something obvious?

Question: What is the correct way to assign python variables to pre-existing objects based on name, if this isn't right?

import bpy

bpy.ops.object.select_all(action="DESELECT")

bpy.ops.object.select_pattern(pattern="my_Cube")
cube = bpy.context.active_object
bpy.ops.object.select_all(action="DESELECT")

bpy.ops.object.select_pattern(pattern="my_Cone")
cone = bpy.context.active_object
bpy.ops.object.select_all(action="DESELECT")

bpy.ops.object.select_pattern(pattern="my_Suzanne")
monkey = bpy.context.active_object
bpy.ops.object.select_all(action="DESELECT")

bpy.ops.object.select_pattern(pattern="my_Sun")
sun = bpy.context.active_object
bpy.ops.object.select_all(action="DESELECT")

print ("monkey.name: ", monkey.name)
print ("cone.name :  ", cone.name)
print ("cube.name:   ", cube.name)
print ("sun.name:    ", sun.name)

monkey.location = 5,5,5  # note to self: use "location" not "position" !!!
cone.location   = 5,5,5
cube.location   = 5,5,5
sun.location    = 5,5,5

Output to terminal:

monkey.name:  my_Sun
cone.name :   my_Sun
cube.name:    my_Sun
sun.name:     my_Sun

RESULTS: Only sun is moved to new location 5, 5, 5

The script is setting the location of whatever object is active when the script is run.

bpy.ops.object.select_pattern(pattern="my_Cube")

assigns to the  context selected objects list.  This is the list of all objects in the scene whose select property is true (obj.select).  Using "my_" as a search string for the op would select all your "my_" objects.  The operator setting one as active is somewhat meaningless. Use

monkey = bpy.context.selected_objects[0]

to assign the first of the selected objects list,  after running that operator.

The context active object,  is best set using

scene.objects.active = obj

after running an operator that sets active object.

Suggest replacing all the annoying operators  with API calls something akin to:

import bpy

context = bpy.context
scene = context.scene

for name in ["Cube", "Cone", "Lamp", "Suzanne"]: # not a my_ fan 8^)
    obj = scene.objects.get(name)
    if obj:
        obj.location = (5, 5, 5)


Flipping one textured face of an object I came up with a problem of flipping only one face of the texture horizontally on flags as shown below in the image. What I want to do is to make one (front) face of the flag stay as it is now, but I would like to flip the other (rear face) by 180 degrees. I tried playing with the scale factors in the mapping node, rotating that face etc. The problem is that I am aware of the potential solution to this problem by duplicating the face and flipping the normals, but it will just make my job a lot harder due to complexity of the model and a huge lag I am currently experiencing. I would have to repeat the process a lot of times too. Therefore I would like to do it via compositor. I made a composition as shown on the screenshot, but it doesn't work no matter how I make them and what factors I put in. Can anyone take a look at it please, and tell me if I am doing something wrong, or it just isn't possible to be achieved in this way.

Thank you very much in advance.

Use UV coordinates instead of normal.  Then unwrap the flag with  u > unwrap.  Then in the UV image editor, while still in edit mode, scale the UV map along the horizontal axis by -1:  s > x > -1.  Scaling by -1 should flip the image.

Update:  Misunderstood the question.  I modified your node setup. This should make an un-flipped image appear on the back of the face.


Blender doesn't detect CUDA/TitanX After updating to Blender 2.78 on my other PC it does not detect the GPU. It is running on a Win7 x64bit system, card in question is a Maxwell TitanX, which from the official Nvidia spec list is a 5.2 cuda supporting GPU.

Here are some screen caps after doing a clean driver install.

@Hendriks3D Yes, it appears to be a Blender error. Something appears to have went wrong with the files and Blender wasn't detecting the GPU.

After a clean install everything is running ok. Do not know why it worked now and before it didn't work.


Why can't I apply texture paint to my object in blender 2.8? I can apply paint to a cube, but not to my complicated object, even though I defined the material and I linked the image texture to the principal in the shader. It seems I cannot select anything in the UV map, so that might be the problem. (apologies but for some reason I cannot comment on my own question...)

I think you have to connect the image texture node to your shading node instead the rgb one.


How use Integer / string in EnumPropery items I have EnumProperty, and i need an integer number when i select my "Mode"

Now i have:

item = (
    ('Mode 1', "Mode 1", ""),
    ('Mode 2', "Mode 2",""))

but i need:

item = (
    (1, "Mode 1", ""),
    (2, "Mode 2",""))

class MyProperty(bpy.types.PropertyGroup):
    my_menu = EnumProperty(items = item)

but give error

Since the EnumPropertyItem(bpy_struct) only accept String as identifier,
you can use Python built-in int() and str() to convert between String and Integer.

A Quick example:

a = 13
int(str(a)) is 13 # True


How to set bone rotation in Python script by an absolute value? I am writing a simple Python script that creates an animation. In order to do this, I am using the following code:

def RotateBone(boneName,rotDegrees,rotAxis):
    boneSelect = bpy.context.object.data.bones[boneName]
    boneSelect.select = True
    bpy.ops.transform.rotate(value = radians(rotDegrees),axis = rotAxis)
    boneSelect.select = False

It rotates a bone and then I use lock key frame command.

My problem is that if I run it twice, it will re-apply the rotations on the animation sequence. That makes the process of development tedious. I am deleting the human model and re-loading it from disk by using the UI, then I use Run script command.

I've also checked this answer, it does the same - relative rotation. I've also tried setting the rotation_euler property of the bone directly, but it does not seem to do anything. Any of these might solve my problem:

Find a command that resets all rotations in all key frames that I did.
Set the bone rotation values in an absolute way
Find a command that deletes an object and a command that loads .mhx object from disk.

Any idea?

Your problem was using the edit bones, not pose bones.

A function I used was like the following:

set_rotation(ob, bone_name, rot, axis='X'):
     mat_rot = mathutils.Matrix.Rotation(radians(rot), 4, axis)
     bone = ob.pose.bones[bone_name]
     bone.matrix = mat_rot

This has the added benefit of using a quaternion I believe. I will need to look into that. axis can also be a Vector.


How can I make a glossy finish and an anodized finish (rough but shiny finish)? I am creating a few different Apple products, but having issues getting that MacBook Pro rough anodized aluminum finish look and the high-gloss iPhone type of finish.

Here is an example of the anodized finish I'm wanting to create for the MacBook Pro:

Here is the high-gloss finish I'd like to have for my iPhone:

I tried taking a picture of a MacBook Pro and layering that image on top of my model, but that doesn't quite work. Does anyone have suggestions on how to create these two type of textures?

Try using a glossy shader.

Even with just a single glossy shader you should be able to get an effect similar to your reference images, but you may also want to mix in a bit of diffuse shading:

Note that the way your scene is lit will affect the result a lot, especially with glossy materials. For example, I used a mesh light above the "iphone" to give that highlight:

See Whiter white in cycles for some examples.
Also remember that the surrounding objects will affect reflections as well.


Build a proper Cycles shadow pass in the compositor I am working on a project that requires me to have control of shadows in the compositor (specifically, to darken or lighten them.) In BI, I would simply take the shadow pass and ramp it, them multiply it back in. But my scene involves mesh lights, and the Shadow pass only has Lamps and Environment lighting.

It seems that it should be possible to get the info I need for mesh lights from Direct Passes, and for indirect light from Indirect passes. But I am stuck on how to do this without also getting too much other info from those passes. From googling around, I've seen that others have run into this problem, but I couldn't find anybody that had actually tried to solve it.

Does anyone know a way to do this? Or can it be confirmed that it cannot be done for some reason?

EDIT: It is not enough to get shadows cast on other objects, which is covered by some other answers. I need the shading on each model itself as well. This is not for a shadow catcher, it is for isolating both cast shadows and shading so they can be worked with.

I was able to solve it in the end by darkening certain passes before combining them. The usual combination method is Direct Pass + Indirect Pass multiplied by color pass. The Direct+Indirect contains all the lighting and shadow information, but does not have any material colors to throw off the ramping.

I took the direct+indirect, ramped it to get a mask of the desired darkening, then multiplied the direct+indirect by it. Then I multiplied by color, completing the combined pass. This was also done for the Gloss using a different ramp for more artistic control.


How to copy material texture settings between faces I'm currently trying to create a scene in blender based of minecraft (because why not) and I'm having difficulty with texturing objects. I split the faces of the objects to that each face would be 1 block. I added a png image as the texture of the face and adjusted the uv to fit the face of the object. Is there a way I can copy the uv settings between faces? Because manually going in and fixing the uv for each face would be a nightmare.

Thank you for your help.

Following @moonboots' suggestion: If you  select all the faces to be mapped identically, and U unwrap them together, with the 'Reset' option, they will all be mapped to the full (0,0) > (1,1)  UV space. You can then line them all up together.

The shipped 'Magic UV' add-on collection also provides an option to copy and paste UVs, either between individual faces, or between ordered selections. if you copy > [default] a single face, you can then select  destination faces, and paste > [default] (N:M) the UVs into all of them.


Apply Opaque blend mode to all object at once I'm using Blender 2.8, I don't know how to apply blend mode opaque to all object, which I got from another source.

Since it has so many object it's kinda tiring to apply it one by one. I've tried to select all objects in the viewport and/or in the outline (layer) and try to change them to opaque, but it doesn't work. Help :'(

I just learned how to do this when trying to figure out an answer for you. Paste and run the code in the text editor after selecting all the objects you want to change.

import bpy

context = bpy.context

for o in context.selected_objects:

    o.active_material.blend_method = 'OPAQUE'

I made a little add-on to make a helper panel to do this, not very fancy but if it is useful then that is great. https://github.com/artistCDMJ/opacity_helper/archive/master.zip


how to change Pikachu's expression I downloaded this file.
https://clara.io/view/5636d5e5-863f-48a7-8c4e-ec5e306add92/image

Then, maybe there is some eye pattern.

But, I don't know how to change eye. How to change? Thank you.

supplementation -

Animating eye texture in a head mesh

In this topic, the facial expression image is displayed large, but I do not know where this image is in the first place.How can I make the same screen as this?

You may use a texture node in your materials
Are you using Cycles render ?

Cycles render - Solution:
You may follow the following steps

Add two materials on eye, one for eye base and one for the eye ball

Modify the eye ball material as shown below

Then un wrap the faces ( by pressing U key) as shown below


How Can I Unlink Two Objects? I recently got this mouse model and want to make an Ad with it.
My Problem is that those two Parts are connected somehow.
I made them 2 Separate Objects in Edit Mode by using P ( Separate Object ) but if I move one, the other Object moves too.
How can I unlink those 2 Objects?

In the picture, the two parts are both selected.  If you came straight out of Edit Mode to Object Mode and then tried to move one, you will of course move both while they're both selected.
Press A to toggle selection until nothing is selected, then right click on the one you want to move.


Solidifying nonmanifold geometry I'm modelling a maze, and intended to use the solidify modifier. The walls of this maze are infinitely thin, but everything is modelled in quads:

When I add the solidify modifier, with even thickness enabled, I get the following result:

As can be seen, at the intersection of three edges, funky things are happening, creating wedge shapes. How can I avoid this?

Thanks!

There are reasons for avoiding non-manifold geometry when modeling. This is one of them. I would not recommend proceeding with this workflow further. It would be best to model the walls with thickness in mind from the beginning.
However, apparently there is an add-on that can help here:
Manifold Solidify

Because of the nature of the operation the directions the walls would get thicker in cannot be chosen. This may introduce some extra calculations needed to plan walls where the space between then is important for example if one is modelling a kitchen one might want to consider standard dimenions of kitchen furniture when planning wall lenghts. However, this might still make work a lot easier in some cases.


LoopTools addon curve option bug? Not working Hi guys, this is the most frustrating thing I've come across lately. I select a few vertices and hit the curve button in LoopTools feature menu, and nothing happens. Sometimes it magically starts working, but most of the time it doesn't. Does anyone know why this is happening. I'd appreciate if you can try it in your blender and see if it works for you or not.

Thanks to @moonboots for pointing the problem out, for some reason, it only works if you have a symmetrical topolgy, i.e you need to have edges on both axis. Below image is an example of topology on which this feature works :


hiding objects from render while keeping their reflections I'm working on a small interior and in order for me to get a decent render of the majority of the scene I need to have the camera outside of the room. This leads to me having to hide an entire wall of the room from being rendered which in turn means reflections reveal a gaping hole in the scene.

I'm wondering if there is a way to hide the objects while keeping their reflections. I tried the option for backface cull under the geometry section of the render settings, however, it doesn't seem to do anything and renders the back side of geometry anyway.

any ideas? Thanks

You can reproduce the backface culling effect with this simple node setting :

Of course instead of the Diffuse, plug your wall material.


how to isolate and texture a certain area of a mesh hello so i sculpted this beautiful boy over here and i want to make the area around his eyes alot darker than the rest of his body,most of the textures are procedural so is there of doing it in only the node editor.

thanks to moonboot for the answer

If you don't want to use any image texture you can do it with Vertex Paint:

Switch to Vertex Paint mode, open the Tool panel, choose a black color, select the Blend > Mix mode, paint around the eyes. The vertex paint only uses the vertices, so its smoothness and precision will depend on your mesh density:

As you can see it has created a Vertex Colors group:

In your Shade Editor, create a Input > Attribute node. In the Name field, type the name of the vertex color group you've just created. Now you can use it as a factor in a Mix Shader:


Fluid Bake Not staying I baked some fluid stuff and it was great. But when I saved the file and uploaded it to my online drive, the fluid bake didn't show up and I had to re-bake it again.

How do I keep the bake so that I can upload the file and still have it once I re-download it?

While i do not know exactly which version you used to bake, it would only make a slight difference. The main problem is, that the .blend file you save/upload does not contain the baked cache used for the animation.

As you can see in the picture above, there is a cache folder where the data needed is stored. That folder contains what you baked and needs to be uploaded as well.
Depending on the size/resolution of the simulation it can fast become really big though.
While the .blend file saves where you stored the cache, you can always just click on the folder icon and search the folder in case you renamed it for uploading or packed and unpacked it somewhere.

Solution: Save the .blend file and pack it together with the "Cache-Folder" to upload it together. Later you can unpack it and only need to select the right folder when opening the .blend file to skip baking anew.


Modeling a low-poly crater in Blender Quick disclaimer: I'm relatively new to Blender, and so I apologize in advance for my ignorance.

"What is the best way to approach modeling a Low-Poly crater in Blender?"

Here's an example of a crater on Earth. I'd like to use the low-poly art style and make different variants of craters similar to this.

I've tried two approaches so far:

Bézier curve: I tried using the Bézier curve tool to outline a crater from the top view. I then sub-divided the ground and crater into triangles, and then randomized the materials assigned to each of the faces. This was very time-consuming, and the end result feels very unnatural.

Sculpting: I then tried sculpting for the first time. While it looks nothing like it, I think I'm on the right track, but I'm clueless as to how to achieve the desired result. The terrain (when imported into Unity) feels a lot more natural, but I cannot seem to get the sharp ridge on the crater walls right.

Are there any better means of achieving this result? Any help would be much appreciated.

Thanks.

Lazy tutorial ...

download (export) terrain high-map from here https://tangrams.github.io

Link is set directly to your Barringer crater. Exported image seems like just a screenshot saved in 8-bit, that makes it lately a bit blocky for displacement (16 or 32-bit would be better for smooth result), but since your goal is low-poly, it's more than enough.

subdivide plane few times to make topology more dense, plus add Subdivide modifier to get grid even more dense to catch details

add Displacement modifier, assign downloaded high-map (greyscale image) as Texture, Strenght = 0.1

add Decimate modifier, Ratio = 0.01

Landing on Surface

add Cylinder and Boolean-Intersect it from crater to get circular shape

go to Weight Paint mode and click in center from top view to get gradient

search for "Invert" to get red color of gradient from center on edge

add any "land" object (surface you want to follow)
use snap tool to bring center of crater object to surface (with "Align Rotation to Target")

add to the crater object Shrinkwrap modifier and choose a Vertex Group (in this case called "Group" generated by Weight Paint mode automatically)

Works for concave and convex shapes as well ...

In this particular case (crater) probably could be enough to duplicate and rotate / scale object, that will brings illusion of crater variations without needs to make them unique, but you can sculpt a bit each of them to make more variations.


2.83: how to join cylinders and hollow out the junction I want to create sewer pipes where a player can walk inside on a 3D game. Then I'm trying to make them by multiple cylinders like this.

Now I have two problems. First, I don't know how to cut A's edge.

The other is how to cut B's side  faces.

I tried to do that by boolean modifier, but it didn't work. So will anyone tell me how to do that? Thanks.

This particular issue arises in the old boolean solver.  The issue is that these shapes are exactly the same size and their points are coplanar.  The solver doesn't correctly eliminate all the faces.

2.91 introduced an exact solver that can be activated with a button in the modifier box, it is for these situations.


Glitch in texture paint? I set up the texture paint but when I started to use different color this happened. Not on the all of object. Why is this happening ?

You have to try to unwrap it correctly because if the UVs are stretched like that
it isn't going to work. You can try the minimize stretch feature for that


How do I make rounded corners on this box? (Blender 2.8 beta) I drew in the kind of shape I want over the shape that I currently have. How can I soften the edge on this?

There are many ways of solving this, but here is one.
It gives good control over the roundness of the corners.
Make sure you Apply Scale first so you wont get a strange behaviour.


Blender 2.8 VSE scene strip preview does not show image (as plane) from 3D viewport In scene1 I have a simple image as plane + some extruded text; eg the title. The number of frames is set to 90. When I add a this scene strip in the VSE, I can only preview the text. The image itself is displayed as a white plane. When I add a camera and render a frame of this strip, I can see both the image and the title. Is it possible to preview also the image in the VSE while scrubbing through the strip?

You should open Properties panel (press N), select scene strip, then find in Properties panel Scene Preview/render tab. You can set here Render or LookDev to view the textures

Note, Sequencer must be in Preview or Sequenser/Preview mode


How can I drive the Switch nodes True/False value? In the compositor I would like to add a driver to the Switch Node. I want to watch a frame value from a VSE strip.
When the current frame count equals the Strip start frame I want to switch the node.

Here is an example of what I hope to achieve:

When current frame is less than abs(var)+var_001 then pass no picture,
if current frame is greater than abs(var)+var_001 then switch source through.

Of course what I have entered is unformatted nonsense. And the switch node expects to return a true or false, not a value.

*nb: abs(var) changes negative number to integer.

Can I define the abs(var)+var_001 (it is the VSE strip trimmed start time) as a function of some sort to call elsewhere? It's a pain to define it all the time.

It works for me with the plain Expr: abs(var) < frame. So basically you just need a Boolean expression (omit the if in your expression) for it to drive the Switch. Basically any numerical result below 1.0 will result in Off and starting from 1.0 and above will result in On.

You can put something like (abs(var) < frame) and (abs(var) + var_001 > frame) into the box to evaluate only True during the duration of your Strip after you changed your var_001 to the frame_final_duration.

Furthermore you could Copy'n'Paste drivers if you want to use them again.

When you want to use your own function to add more complicated stuff like conditional expressions, stick to the Example code in the documentation about the Driver Namespace:

  This script will add a function to the driver namespace, which can then be used in the expression driver_func(frame):

import bpy

def driver_func(val):
    return val * val    # return val squared

# add function to driver_namespace
bpy.app.driver_namespace['driver_func'] = driver_func

But giving your variables meaningful names as soon as possible is a good practise... ;-)


Changing orientation of armature in edit mode without breaking animations I imported an armature into blender with animations included. The problem is that the skeleton uses the Y-axis as the up axis, and I need to use the Z-axis.
I have tried rotating it manually in edit mode, but the animations contort
Any help appreciated

I found out I can do this by just going into object mode, rotating the armature and applying the rotation


Clone Brush doesn't paint seam I been having this problem for years and been looking up tutorials and videos and can see people painting away seams super easily. I some times get seams that i can clone brush or texture over without any problems but in the same model i will have seams that will never go away. Pixel bleed has no effect on these seams.

The answer here doesn't work on my models. I also have that same potato file and my texture will paint over the potato seams but not the models i made.

How to remove/blur the texture seam?

Or in some of my other projects, i can't paint away a single seam using the clone brush or texture paint method (blending).

Doesn't matter how many times i re-mark and unwrap (i even tried smart uv unwrap). The normals of my object are all facing out, it's smoothed. The model textures i work on are 1024x1024 or bigger. Even smeared black, grey and white colors can't cover these seams, pixel bleed does nothing. I tried re-calculating normals and it didn't help either.

I make the model, apply a single material and generate a blank uv texture. I then mark seams as efficiently as possible and then unwrap. I go into texture paint and set the bleed to 2,4 or 6 but it rarely works. I have tried setting it higher but the results are the same.

I use seamless textures and paint over it, works on the potato file but a lot of my models refuse to let me clone brush over the seams. Some of my models have mixed results but ultimately they all have seams.

I can upload some pictures if needed.

 (This last one is rare for me, even with basic objects)

Are you using Subsurf? If you are, do you have Subdivide UVs checked? Apparently this can cause seams to be exposed.
https://developer.blender.org/T26426
Try unchecking Subdivide UVs and see if it helps.

Also adding loops at the edges might help: https://blenderartists.org/forum/archive/index.php/t-343226.html


How to match bone orientation between two objects in Python? I have two armatures, I want to copy the roll value of each bone from the Source armature to each bone in the Target armature and also have the local orientation correctly. The two armatures have the same number of bones but with slightly different locations and sometimes the source armature object is rotated.

I've already done copying the roll value using the below script but I wonder now how I can copy the bone local orientation as well so that the bones will have the same roll value as well as the same local orientation cause some of the bones has different local orientation as shown below:

import bpy

target = bpy.data.objects['Target']
source = bpy.data.objects['Source']

for pb in source.pose.bones:
    pb.rotation_mode = 'YXZ'

for pb in target.pose.bones:
    pb.rotation_mode = 'YXZ'

sourceroll = {}
bpy.ops.object.select_all(action='DESELECT')
source.select = True
bpy.context.scene.objects.active = source
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.armature.select_all(action='SELECT')

for b in source.data.edit_bones:
    sourceroll.update({b.name:b.roll})

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

bpy.ops.object.select_all(action='DESELECT')
target.select = True
bpy.context.scene.objects.active = target
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.armature.select_all(action='SELECT')

for b in target.data.edit_bones:
    b.roll = sourceroll[b.name]

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

My .blend file can be found here:

First of all, if you have 2 armatures with different object rotations relative to each-other, simply copying the roll value won't give you (visually) the same orientation (or if it does it will only be by accident).

The basic solution to this is:

Get an orthogonal direction from the bone (X or Z axis).
Transform that axis into world-space.
Transform the axis into the local space of the other object.
Algin all bones (X or Z) to that axis.

This is a working script written by @Tak, updates by @ideasman42:

import bpy
import math

def align_bone_x_axis(edit_bone, new_x_axis):
    """ new_x_axis is a 3D Vector the edit_bone's x-axis will point towards.
    """
    new_x_axis = new_x_axis.cross(edit_bone.y_axis)
    new_x_axis.normalize()
    dot = max(-1.0, min(1.0, edit_bone.z_axis.dot(new_x_axis)))
    angle = math.acos(dot)
    edit_bone.roll += angle
    dot1 = edit_bone.z_axis.dot(new_x_axis)
    edit_bone.roll -= angle * 2.0
    dot2 = edit_bone.z_axis.dot(new_x_axis)
    if dot1 > dot2:
        edit_bone.roll += angle * 2.0

source = bpy.data.objects['Source']
target = bpy.data.objects['Target']

# Needed to account for object rotation
source_to_world_matrix = source.matrix_world.to_3x3()
world_to_target_matrix = target.matrix_world.inverted().to_3x3()

source_x_axis = {}
bpy.ops.object.select_all(action='DESELECT')
source.select = True
bpy.context.scene.objects.active = source
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.armature.select_all(action='SELECT')

for b in source.data.edit_bones:
    source_x_axis[b.name] = source_to_world_matrix * b.x_axis

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

bpy.ops.object.select_all(action='DESELECT')
target.select = True
bpy.context.scene.objects.active = target
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.armature.select_all(action='SELECT')

for b in target.data.edit_bones:
    align_bone_x_axis(b, world_to_target_matrix * source_x_axis[b.name])

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


VSE editing different frame rates Is there a way to handle 2 different frame rates in the VSE? 99% of my footage is 24p, 1% is in 25p. My editing is in 24p, audio from the 25p footage is out of sync. If the VSE can't handle it, do you know of another open source software who could do this? Many thanks.

If you can, just separate both into two separated scenes rendered at different frame rates. This will be the case if your final footage doesn't change too often (ideally, one time).

If the amount of footage is manageable, use the speed control effect strip to make both the same speed.

Otherwise, put all your raw 25fps into one large edit and render it at 24fps. Now you can import it into your actual project and edit it like the rest of the video.


(SOLVED) UV Unwrapping does not work properly So, i think many of you have been at the point of watching Blenderguru's beginner tutorial.
I am currently at Part 5, Level 3 where you need to UV unwrap your cup. There are two problems, the first being, that my UV map is not showing up properly as it should (see Screenshot). The second problem is, that after I created the first seam, it literally made a seam into my object and I dont know how to correct it.

As you can see if I select these faces and hide, I can see some "floating" edge loops here, they are creating these artifacts we see. You could delete them manually but if you select all and merge the vertices (AltM) you will probably get rid of them:

As for the unwrap, the method you need to use depends on what you want to do, if you don't plan to use an Image Texture you don't even need to unwrap actually. If you want to paint on your object in the 3D view, you can simply unwrap with the Smart UV Project option. If you plan to use an already made image and you need to make the UV match, mark some seams on you topology then unwrap with the Unwrap option.


How to execute custom Python code on startup? I understand you can put custom Python scripts in scripts/startup/ and they will be executed upon starting Blender.

However, I need to store my script outside of the Blender installation. With other software, such as Maya and Nuke, I can define an environment variable which will make those apps look for a script in a custom location and execute it during startup. Does Blender have anything like that?

EDIT: I can't open up the Blender UI and change options that way... as I'm talking about a deploy of Blender on many machines in a company. Therefore it has to be something which happens during the startup of Blender.

Go to File -> User Preferences and select the "File" tab. In the dialog, there is a "Scripts" entry where you can define the location of an alternative scripts directory.

If you want to deploy this change to a lot of blender installations, simply copy the userpref.blend file to your skeleton/template user home directory. Whenever a new user is created, this file will then be copied to his home directory, and when he starts blender, he'll have the changed script preference. The neat thing is that you can change other preferences values (and the startup blend file, too, if you want) with this. For Linux, the file lives under ~/.config/blender/blendversion/config/userpref.blend. I'm pretty sure that for Windows there is a similar file that gets stored somewhere in the user's homedir.


How to edit vertical Video in VSE? I add video (shot in verticle mode) in VSE the video shows horizontal

Change put put resolution to vertical frame Height 1280 px Width 720 px

Add effects Strip Transform and input Rotation value -90 degrees

  But the result is not intended

Then i do some Aproximate non unoform scaling which i dont think is technically right and not precise

**

  Is there any other more intuitive and precise way to edit Vertical videos?

**

Indirect Method

I named the scene as Video_1_comp

Go to VSE (Video Sequence Editor) and add movie

Select Only Video Strip in VSE and Strip Menu > Set Render Size

Go to the End of the Video Clip hover cursor on Timeline and press E to set End Frame

Result of all above steps
Resolution, Frame Range, Frame Rate are set to the Source Video's settings

NOW DELETE THE VIDEO and AUDIO tracks

Go to Compositing Screen
Add > Input > MovieClip

Add Rotate node and input Value -90 it could be 90 for some videos
Don't use Back Drop preview it is not correct even though output render is correct

Then create a new scene with Copy Settings i named it as Edit

Then go to Video Sequence editor Screen

Add > Scene... > choose the Scene in my case Video_1_comp

Set Render Resolution resolution to vertical frame Height Y:1280 px Width X:720 px

Go to 3D view Properties if its not showing already press n

Scroll down to find OpenGL Preview and un-check it

Now add the Same Movie clip source again on top of existing strip

But this time Mute/delete the Video strip and keep the audio

  Now you can edit it like any movie clip you would have edited


Get path to Blender executable How to get Blender executable's file path in a Python script?

__file__ gives me my addon's path, but I cannot be sure Blender is in the same folder tree, I guess.

You can get it using bpy.app.binary_path

Blender's API docs say:

  bpy.app.binary_path:
  The location of blenders executable, useful for utilities that spawn new instances`


Mug and wireframe entirely disappeared I accidently hit something and wireframe mode is gone. I'm now in what looks like cycles render, but I cant escape out of it.

My mug is nothing but a grey shadow basically. How do I fix this?

You have turned your viewport shading to "Rendered".

In order to edit your mesh, you need to switch to either

Material
Textured
Solid
Wireframe

Solid should be the default mode and is the most common mode for editing.

You can use shortcuts to switch between modes:

Z --- Wireframe

Shift+Z --- Render View

Alt+Z --- Texture View


Moving the Properties Shelf to the right of the UI When I bring up the Properties Shelf (hotkey N) in 2.8, it appears aligned to the left side of my 3d viewport. Youtube tutorial videos I am watching show the Properties Shelf on the right side of the 3d viewport.  I have searched the Blender documentation, Google, Blenderartists, and I cannot find anywhere that shows how to realign this shelf to the right side!

How do I move the Properties shelf to the right side of thew viewport?

Under blender 2.79 and previous there used to be a hot key for this that has been removed from 2.8 series.
The operator is called Flip Region and it switches the side a region (like the tool shelf or the properties sidebar) is docked to.
In 2.79 you could toggle it by hitting F5 while hovering the relevant area, in 2.8# you have to call it from the menu.
The nuance is your mouse cursor must be hovering the region you want to affect when invoked, so move your mouse over to the properties region, press Space bar or F3 (depending on your key config) type Flip Region and execute while the cursor is hovering the relevant sidebar.

For 2.9 Series.
You need to have Developer Extras on. Then you can follow the 2.8 series directions.

Top left of Blender's window, click Edit for a dropdown menu.
Then drop down to click Preferences. You'll get a Popup Window.
From the Popup Window, be sure to click Interface to open up Interface preferences.
Expand the Display panel.
Then turn on Developer Extras under the expanded Display panel.

You can now follow the 2.8 series instructions. Go back up to the top of this answer for further instructions.
No major UI changes have happened in the search menu in 2.90


Fluid simulation not working after parenting to animated object I know this is a common question, but I already tried Apply Transform and checking properties of the fluid simulation. I got fluid working and rendering fine and the final step was animating the object it's parented to. After animating, the fluid stopped baking/rendering and looks like a low-poly gray blob.

.blend file with fluid sim

If someone has a chance to look I would appreciate it! It's probably going to help others who search for this problem later.

Thanks!

The blob is a cube. It look like a blob because the subdivision surface modfier. The domain is not a fluid source or a fluid object. The domain is the border of your simulation. So you have to increase the domain's size to include the jars and add a fluid object inside it instead your current domain object. Don't move the domain. Add fluid>>obstacle to the jars.

https://docs.blender.org/manual/en/latest/physics/fluid/types/index.html


Mantaflow Fluids Not Working I have tried many times to create a simple Mantaflow fluid simulation in Blender 2.82, but it almost never works.

Edit: I tried saving the file, and baking the whole simulation. I also fiddled around with almost every setting that I could think of, and it is still not working.

Edit #2: None of the physics with Mantaflow are working :/

There is one YouTube tutorial that sometimes works but whenever I do it on my own (domain and inflow objects) it doesn't work.

Try replacing the circle with a full 3d object. mantaFlow can only use 3d objects in the full release. If this still doesn't work, try an ico-sphere as a last resort method.


What is a good approach to modeling objects with too many details? I need help on what approach I should use to make these two models:

With so many details like that, It seems using SubD Modeling will require a tons of edge loops and the topology would be extremely complex. But using Boolean techniques will result in a great deal of shading issues and a lack of smoothness.

So how can these two models be made in Blender?

These objects are pretty detailed and might require some time to create, but you definitely don't need any paid add-ons.

So here's how I would recreate the lower model:

Start with a cylinder.
Taper the rear end.
Extensively use boolean to cut out undesired portions. The basic shape of this model should be almost completely re-creatable with Boolean modifiers. Don't worry about things like smoothness just yet, you're still roughing out the piece.
Make a safety-copy of your mesh and Apply all the previously created boolean modifiers. In edit-mode select the sharp edges that should be smoother and hit Bevel Edges (with the mouse wheel the "roundness" of these new bevel can be increased).
Add and apply a Multiresolution modifier (set to simple not Catmull-Clarck) and add final details to the mesh.
(If the polygon count is too high) Create another copy of the mesh, reduce it's polygon count with the Remesh modifier and bake the details of the high-poly mesh to the low-poly mesh using normal-maps.

If this is hard to understand by just reading through, I'd recommend this extensive playlist.


How to add a material to the active material slot with python I currently have

matName = "Black"

blendfile = addon_dir + "/assets/materials.blend"
selection = "\\Material\\"
material = matName

filepath = blendfile + selection + material
directory = blendfile + selection
filename = material
newMat = bpy.ops.wm.append(filepath=filepath, filename=filename, directory=directory)
mat = bpy.data.materials.get(material)
bpy.context.active_object.data.materials.append(mat)

this appends a material and adds it to the current object. The problem is that it adds a new material slot with the material. How can I make it add the appended material to the active slot?

The list of materials that shows in the material properties comes from

obj.material_slots

The index for the one that is selected in that list is

idx = obj.active_material_index

using that you assign a material to that slot with

obj.material_slots[idx].material = mat


Mirror modifier without seam I'm using mirror modifier with merge and clipping enabled to create a very low poly model. Generally - every single triangle counts. I'm also a newbie, so this question might be stuipid.

Is there a way to use mirror modifier so that it DOESN'T create new vertexes at the point my model and mirrored parts merge? I know they are needed in most cases, but in my it's just extra work to remove them.

Assuming you mean by seam an edge loop like the one selected in this image (along the y-axis).

Once you have applied the mirror modifier you could:

Select the edge loop Ctrl-RMB
Delete edge loop X

I wouldn't recommend to apply the modifier since you couldn't apply symetrical changes as easy as before. IMHO it's not worth to sacrifice editability for saving a few faces.


Animation Nodes Speed Control Here is a simple nodeTree that rotates a cube around Z axis. Can it be easily changed so that we could explicitly control the rotation speed instead of the angle of rotation?

TL;DR: The B value in your Math node does that.

Your current node setup is quite simple: It picks up the current frame, multiplies it by B, and sets the result as your object's Z rotation value.

If you think of it, the "speed" in which your objects rotate is basically B for each frame.
Depending on your animation's frame rate, you can get easily a value per second.

Let's say you animate on 24fps, then its B*24. Here 5*24 = 120° per second.

Now if you want an explicit representation of that in your node tree, it's simple, you just have to make so that you give how mutch degree per second you want and it divides it automatically by you animation's FPS and sends the result to your B value.

Select your math node, hit ⇧ ShiftD to duplicate it and move it to the left.
Set your new Math node to Divide and connect it to the B value of your first Math node.
Press ⇧ ShiftA → Number → Float. Connect it to the Divide's A value. This will be your degrees per second.
Press ⇧ ShiftD to duplicate that float node and connect it to the Divide's B value. This will be your animation's FPS.

Unfortunately, I can't find a way to make it automatically pick up what's used as frame rate in your scene settings so you will have to set it manually. But here's the result:

Notice you can add label to your nodes by selecting them and opening the sidebar with N.

For animating values through time in animation nodes, see this post.


Mapping node is not showing texture I have a floor texture added to my material as a color. I would like to repeat the texture, make the initial texture smaller.
I know I can do that by adding a Mapping Node and adding the vector to the input vector of the Texture Node. But when I attach the Mapping Node I stop seeing the texture correctly. It looks like it just scales up the texture way bigger than it should be, but when I try to scale it down (or up), I never see the texture come back. I only see different shades of the colors also appearing in the texture. Whatever parameter I change in the Mapping Node, I keep seeing shades, but never the actual texture. When I remove the Mapping Node I see the texture correctly again, so there's nothing wrong with my viewport.
What am I doing wrong?

I should also add a Texture Coordinate Node and attach it to the Mapping Node. That makes the texture visible.


How to merge those triangle things? I'm fairly new to Blender. Over to the right of the screen (in the outliner) I have a couple of 'layers' I think they are, and I really need to combine them into one. I want to go from this:

to this:

If HalfKiloByte is correct and you want to collapse the levels of the tree view, you do that by pressing the icon to the left of the name, at which point the hyphen in the circle will be replaced by a plus sign in a circle icon. For a more thorough explanation of the outliner editor window, you might want to view Neil Hirsig's tutorial.

However, the items to which you refer in the two illustrations are different. In the upper illustration accompanying the original post, the upper triangle with an orange background, whose name is (in part) "Mesh 29 Group 30 Grou" is the name of an object. The next line down, whose name is (in part) "Mesh 29 Group 30 G" is a mesh, which at the moment is the only constituent element of the object named in the line above. Both meshes and objects are namable, but they cannot be merged, as they are different date types. The lower illustration is of a different mesh and object, which appear to have the same name "luger". The only differences between the second illustration and the first is that the first illustration exhibits an object containing a mesh which has (at least) five materials assigned to it, and possibly more materials, or other data elements—textures or modifiers, while in the second illustration, there are no other data elements assigned to the mesh (evidenced by the lack of an icon containing a plus sign in a circle), and that the mesh object is opened in edit mode (evidenced by the fact that the triangle next to the second occurrence of the name "luger" is on a white background.

If you want the object and mesh in the first illustration to look like the second, delete all subsidiary material elements.


How to import a Wavefront .OBJ with Blender 2.73's bpy API? Can someone direct me to the equivalent of the earlier import_scene operators - like bpy.ops.import_scene.obj() - in Blender 2.73?

I don't know of any import/export related changes that have been made for some time.

The bpy.ops.import_scene.obj() operator will only be available if the Wavefront OBJ addon is enabled, check that it is enabled in User Preferences.


Fireflies. Where are the options for clamping in 2.8? I moved on to Blender 2.8, and I'm trying to find a way to remove the fireflies in my work. Obviously, you have to use the clamping feature to reduce the fireflies, but I just couldn't seem to find it in the 2.8 version of Blender.

If anyone who is using Blender 2.8 out there right now, how do you guys find the clamping feature in Blender 2.8 to get rid of the fireflies.

You have to be in cycles.
Then you will have the option in the Light paths section.

Most fireflies can be dealt with by clamping indirect light.

Be careful not to use very small values, as they will make the scene much darker.

Reaed: Cycles: Emission Shader does not bring enough light

Read also: What is Clamp Direct/Indirect?

and:

How to reduce fireflies in Cycles?

What is the Reason Cycles Creates Incorrectly Colored/Firefly Artifact Pixels?

Managing/Reducing noise in a night scene


How to achieve a similar effect (rocks)? I'm trying to figure out how to acheve the effect of the rocks (in the back).

I've started by taking a plane, subdividing, and then moving vertices s

You could do it this way:

Create a plane, subdivide, play with the Fractal value in the Operator box, flatten it on the Z axis.

Extrude to create the cliff, extrude again to create a cliff on the cliff, create some horizontal edge loops:

Enable the Proportional Editing option and move some vertices. Don't give any Subsurf modifier or Smooth Shading to keep a low-poly look:


How would I recreate this warped grid-like pattern? How might I warp a repeatable pattern along a complex curve like this (curve bending along the x, y and z planes)?
Notes:

Not for animation
Still image rendering

I've tried both Surface Defom and Lattice (as recommended by Susu). It looks like lattice is more convenient in your case as the cage can be simpler:

Create your tile, subidive it a bit, give it a Subdivision Surface modifier, array it, give it a Lattice modifier.

Create a lattice, scale it in Object mode so that it contains the tiles, give it a bit of Resolution in the Object Data panel, but you can keep it flat on the W axis with a value of 1. Create 2 shapekeys in the same panel:

Keep the second shapekey selected, go in Edit mode, enable the Proportional Editing option, move the vertices to deform the lattice, the object will deform as well. Once back in Object mode, play with the shapekey Value:


Problem with points or geometry in a model (noob question) I have a model of a car, and there are a couple of broken bits.  Just these two near each other.  But I have no idea where t start looking to fix this distortion. It seems to be just in the rendering, the model shape seems fine, the second picture shows a different angle.

How can I fix this blemish?

EDIT:  After some advice from below I was missing around and merged some vertices, and that solved one problem (and it will fix the other too), but now I wonder will that cause issues with anything else? UV's etc?

Seems like wrong direction of "normals". Try enter edit mode, select all, then Recalculate Normals (Shift + N or menu Mesh > Normals > Recalculate Outside ).


Knife Tool - Constrain to global axis? Is there anyway to cut a face whilst still constraining to a global axis regardless of the view orientation? The knife tool appears to constrain to 45 degree increments but this only appears to be relative to the screen. Is there a command I'm missing or perhaps another addon/script that can do it if the knife tool can't?

No, you cannot constrain the knife tool to an axis, you can try going into front view or side view and then making your cut using the 45 degree tool you talked about earlier


Disappearing object options window When I create a new object and I go to the options window that pops up to modify the object in the bottom left of the screen, the window completely disappears the moment I left click on any value in that window to change it.

It used to work fine. I have restarted both program and computer.

Try F9 to get this window back, this can be done before another command


Activating Vertices and Edges selecting modes simultaneously How can i convert from Edges to Vertices selection, in my modeling? I need to keep Edges and Vertices selected, not to switch selection from Edges to Vertices.

In 3D View, you can change your selection mode by clicking the related buttons (check the image) you can activate 1 selection mode, or 2 by pressing Shift and clicking the related button, or you can activate all of them using the same method, so you can activate Vertices, Edges and Faces selection modes at the same time.
In the image you can see I have both Vertices and Edges selection modes activated.


Mirror the movement of one object to another In an animation I move an object, e.g. a plane, on a manually created path. Now I want to mirror this movement onto another object, also a plane. The mirror modifier doesn't seem to be the right tool for me. How do I proceed?

Thanks
Leo

The Copy Location and Copy Rotation constraints have an invert option.

The top instance is on a path constraint, the bottom instance has the constraints shown, targeted on the top one. You may have to alter the axes to suit the orientations of your objects, and your choice of mirror plane.

The result is mirrored action (in this case in the XZ plane)..


2.9x Why can't I see my scripted print function results in the console? import bpy
print ("something")

When I run this script nothing happens, nothing appears.
The only answers to where it prints I find are from 6 years ago.
With 2.91 It's not in the Python Console output in the Scripting tab, so where does it display its print command?
Using Windows.

Things have not changed from 6 years ago. The console is not a window that is part of the blender's user interface, but one that belongs to the operating system.
In widows
You can enable the system console from blender using the top menu's  Window > Toggle System Console.

That will open a totally different window, with the console and all messages from python will appear there.

In Linux
There is no option to open a terminal window from within blender, the terminal window must be opened before and the blender program should be run from terminal.

On Mint/Cinnamon, the app launcher can be set to Launch in terminal. That way the terminal window is always available.


Normal Map bad shading in Rendered display I have a Normal Map problem: I've baked a high-poly sphere to a low-poly, but whatever I try there's always a bad shading on the surface of the low-poly in Rendered display, between the light and the shadow. It disappears if I unplug the Normal Map. What am I doing wrong? Is it inevitable? Am I missing something? Thanks in advance.

Edit: Solved by Serge, it looks like it's the terminator issue, fixed with a bigger light size. Answer also given here by IkariShinji, and as Leander pointed out, here by Crazycourier.

file:

Terminator issue hasn't got a proper solution for Cycles yet. Increasing Lamp's size makes penumbra bigger and issue becomes less visible.

Size setting is here:


Blender dosen't use the GPU but the CPU I have downloaded Blender, and I have created the donut of Blender guru, but when I started rendering the scene, my GPU doesn't work. I have already selected my GPU in edit/preferences/system/Cycle Render Device:

But still, it doesn't work. I have verified that I have downloaded the latest drives. The problem is when I render my model, blender doesn't use my GPU, but it use the CPU, and the rendering is very long.
P.S. I have a Zotac GeForce GTX 1060gb AMP.

Have these values been set in the Render Properties tab?


Blender python : Where is the output when running script from blender text editor Where is the output is displayed or piped? like when simply doing :
print('test')

i can't see any result in any window? not in console etc. So where is the output has been sent to ?

It will show up in the console. If you're using Windows, go to Help > Toggle system console. Here is a guide for other OS's.


Use driver to deliver output depending on the state of an objects rotation Im trying to solve a certain problem. i've tried several different approaches, but since i have not found any solution yet, i'm asking you guys.

I have a rotating object(1). Now i want an other object(2) to change the value of it's shape-keys, for only the duration of one quarter of object 1's full 360° turn. (=90°)

I don't want to keyframe the whole process because i have several rotating object, but they all rotate in different speeds and offsets. I want to be able to change the speed in which object 1 is turning without having to manually adjust object 2.
So i would like to use drivers for this task. But i have no idea of scripted expressions being any more complicated than e.g. var*.5 etc.
Can somebody show me a way (scripted expression) which delivers an output of 1 for the duration of a 90° rotation and 0 for the remaining 270°?
Or even an other approach.

Angles 0-90° has positive cos and sin so we use this logic statements  cos(rot)>0 and sin(rot) >0 which evaluate to 1 when the angle is 0-90° and 0 otherwise :

Note: the angle is in radian


Need help with UV Unwrapping a gun model I am struggling to unWrapp this weapon model I have created. I am struggling on where to put the seams and the general work flow and direction of unwrapping and how I am meant to do this. I want to be able to put this into substance painter to bake but to do that I need a UV layout with good textel space. How would I go about this?
I have also tried to smart unwrap but get bad results when using that method.

Here is the blend file. File

Ok so the first thing I did:

Add a mirror modifier
Reduce your mesh polygon count

I did not Unwrap your model as I think that It should something you got to learn (not using the smart UV method). But your mesh should be better at this point.
Try to use as much blender modifier as possible. it is only when you want to export your mesh that you make a copy of it and apply all the modifiers.

Second advice is to thin when modeling to optimize your mesh a first time (just simple things) then pass a second time on it to check where you could improve it.

As an advice for the UV, you should try to isolate the cube areas and mark the seams (red):

Anyway, that was a long work and you still have some on this model but this is just detailing, especially the cube areas. If it as model for an FPS, you should consider deleting the faces that won't be visible for the player.
If it is a multiplayer model, you should consider the previous advice and create a low poly model to render instead of the high poly one

Good luck :D

https://we.tl/t-GxxdSrGEk5


Black dots on applied normal map I get these black dots when I apply my retopology normal map on my object! anyone know what is the problem? maybe i should increase 'ray distance'
I also tried to use normal map on node editor,

Your normals are facing the wrong direction (as evident by the yellow color on your normal map that you have circled).

First thing you'll want to do is familiarize yourself with what normals should look like. You've circled some areas in your map that demonstrate the problem. Here are two images that go over all the different colors a normal map could be in tangent space.

The image on the left has appropriate colors, the image on the right has colors you want to avoid. If you look at the areas you circled, you'll see they are that muddy yellow and do not transition smoothly with the surrounding area, indicating a problem.

So how were these two images made? By baking the same hemisphere and simply inverting their normals:

In case you're not familiar with this display, the blue lines indcate the direction of the normal on each face, the spheres were baked to the plane below it. You'll notice that the sphere on the right has its normals pointing in the direction opposite of the plane, this will generate the image on the right.

Here's a simplified version from the side. With the normals of the plane shown.

So what could have caused it? Well it looks like you were playing around and sculpting. You were probably pushing and pulling the faces and ended up with something that looked like this:

If it were just the mesh (its not in this case, its the normal map) you could fix it by hitting ctrl+n in edit mode, which attempts to repair your normals. Since (Im assuming) this was a sculpt, you can attempt to use ctrl+n on the sculpt, or you'll need to find the problem areas and manually fix the geometry then rebake the normal map.


What is the best export format from AutoCAD -> Blender? What format can AutoCAD export and Blender open in one go with no further conversion, just open it?

I have a project at which one party uses AutoCAD and we use blender. There are plenty of information out there about the import of a DWG file into blender. My question is a little bit different: What export format does CAD supports that blender can import without any further conversion? I have to tell the other party "export into XXX" and I must be able to open it (in blender). I'm aware this is not a CAD stackexchange, but I couldn't find any information about this out there.

I have always found FBX to be the most reliable way to export from Autodesk products for use in Blender. It tends to keep the correct dimensions, UVs, and Blender can estimate the materials quite well (albeit with some junk nodes thrown in for maximum compatibility).

That being said, it seems Autodesk has been removing FBX exporting from AutoCAD, so I don't know if that will be the best option for you if are using or plan to use AutoCAD 2019. I have heard from an interview with Ton Roosendaal that Autodesk has been removing FBX because it has become too accessible to 3rd parties, and so they can't make as much money leaving it available in their software. A shame, if true, but there could be many other reasons we aren't privy to.


Why do my particles in particle system fall down instead of evaporating to create smoke? Why do my particles in the particle system fall down instead of evaporating to create smoke? I must have done something dramatically wrong, for I have tried this smoke effect from particles in 2 separate files, and in both the particles just fall down. No smoke ever! Please help:)

Make sure you have your particle system and your smoke flow on the same flow object.
Make sure your flow object Flow Source is set to particle system and not mesh.

Make sure you do not add this to your domain object both the particle system and the smoke flow should be assigned to the same object. Also make sure that object fits inside your domain object.


Bevel Curve Mesh modelling I'm trying to model the image of this control knob which has a curve to it.
I start off with a cylinder as shown in the example I've attached. select 4 vertices and make a face in the middle of the knob. But I also make another 2 faces left and right so I can make the bevel. When I select the edges and do make the bevel, as seen I'm getting some odd mesh result appearing. Is this the correct approach to model the reference image?

Thank you.

Try dissolving the coplanar faces (the vertical side and the face on top of it). Worst case scenario you could do it with a boolean operation on a basic cylinder and the knob profile.


Scale of rotation is not matching to the real scale At the moment I work on a project with many rotations and many little rotation steps. Now the problem is my rotation scale is not matching to my real object rotation. 360° are not longer 360°. Instead I have to set the rotation at 3.15... for one rotation of 360°. Does anyone know how to fix this problem?

This kind of thing can happen when you switch the Units under Properties panel > Scene tab > Units dropdown. You most likely switched Degrees to Radians.

Units dropdown:

Degrees selected:

Radians selected:


How to create texture for sculpting from mesh I've made this mesh that i want to use as a texture for sculpting, how should I do this?
would creating a normal map of it work?

You may render the AO of your sculpt and use it as an alpha texture for sculpting. Though I don't think it's a perfect method it gives a decent result.

I've quickly sculped some rocks to show you an example.

First remove all the lamps from your scene. Then add a material to your sculpt and set its specularity to 0.000

Select your camera and set its type to Ortographic. Set the Ortographic Scale to fit the sculpt borders as you want.

Go to World header, set the Horizon Color to black. Check the Ambient Occlusion checkbox (Add, Factor 1.000). In Gather panel choose the Raytrace and set the Samples to desired amount (the more samples, the more detailed alpha texture for sculpting'll be). Render, then save rendered image.

Now load your rendered image as an alpha texture in the Texture panel of the Sculpt Mode.

I used the Stencil mapping type with a harsh curve type to sculpt, but you may experiment with it.

NOTE: You may try to bake the AO (from the sculpt to a flat plane [selected to active]), save the result and then use it as the alpha mask for sculpting. I haven't tried this method though.


How to link two different physics objects together? I am trying to make a winter hat model which has cloth simulation on it. The model :

This is not the final model but this should give you the dea

Is there any way to make the fur parts heavier than the cloth part? I modeled the hat parts separately. I tried parenting the cloth part to the fur parts of the cap while keeping two different simulations on them.

Thanks

All you need to make the cloth more stiff in one area and leave the rest of the cloth less stiff, is to create a vertex group, and assign desired scale of each vertex in this group (0.0 .. 1.0). It's better to do it with weight painting mode. Then you just set this group as stiffness scale factor map. See pictures below.

Anywhere you see those vertex group selector, you can do it on per-vertex basis.


How to make a Particle System follow a Cloth Simulation? I've been looking all over the internet and can't seem to find an answer. I'm sorry if this is a really dumb question, but how do I make a Particle System follow a Cloth:

How do I make it so that the rainbow colored particles follow the rainbow colored cloth instead of staying in one spot?

Final:

Overview:

If you want to keep Particles over the Cloth surface you will need to turn off any Particles Physics simulation (choose No) and also to prevent Particles from rotating like crazy after collision you will need to set Emitter Geometry > Normal under Velocity tab to 0, like so:

Edit:

You also need to pay attention to Modifier Stack as this is very important thing in many operation based on modifiers. You have got Cloth simulation as a last modifier so Blender first started Particle Systems and after them Cloth. So as a solution you will need to move Cloth to the first position in the Stack:


BGE local position not respecting rotation I am playing around in the game engine and I am moving this cube around with this code:

import bge
from mathutils import Matrix, Euler
from math import radians
obj = bge.logic.getCurrentScene().objects["cube"]
property = bge.logic.getCurrentScene().objects["Empty"].get("movement")
move = 0.0
if property == 1: move = [1, 0.1]
elif property == 2: move = [1, -0.1]
elif property == 3: move = (obj.worldOrientation).to_euler(); move.rotate_axis("Z", radians(2.0))
elif property == 4: move = (obj.worldOrientation).to_euler(); move.rotate_axis("Z", radians(-2.0))
if move != 0.0 and property in (1, 2):
    obj.localPosition[move[0]] += move[1]
elif move != 0.0:
    print(move)
    obj.worldOrientation = move

Where the property is just a int representing which way to go or rotate. The movement is applied to the localPosition so I would think that this would respect the rotation, but it doesn't and this is the result:

So how do I get it to always move in the local +- Y direction?

localPosition is actually the position relative to the objects parent (for the most part, see below).  If the cube has no parent, it will be the same as worldPosition.

To move forward along the local Y axis:

obj.applyMovement((0, 0.1, 0), True)

Irrelevant localPosition quirk

localPosition isn't truly relative to the parent.  It's more like... relative to the parent modified by its world position when initially parented (or something like that).  So if your parent isn't at the origin when hiting control+P, the result might be kind of weird.  Intended behavior?  No idea.


Collision/Rigid body objects not moving an inch I'm trying to make arrows fall onto a table, in order to dispose of them on the table randomly. So I enable collision/rigid body on the table, passive mode, and add collision/rigid body on an arrow, active mode. But when I hit alt+a, nothing's happening, and the arrow won't move an inch. I don't remember having to use anything more to get it to work, but surely I'm doing something wrong ? What I am missing please ? Thank you for your help

Scale problem. Since I also used Blender for 3d printing (with scale unit configured at 0.01), all my 3d objects use this scale, and it seems to affect rigid body behavior. I was able to get around the issue switching back to 1 scale unit. It's still not working properly but it's sufficient as for now.


Setting particle system to emit inside an object I have a sphere with a particle system added to it: Add modifier - Particle system. In its preferences, I set it to Hair, with Render as Object (set to a cube object) and some other details like scale, rotation, etc.
As you can see below, this makes the cubes be distributed on the surface of the now transparent sphere. I would like to have the cubes emitted inside the sphere - not just below the surface, the sphere should be filled with cubes. Is this possible?
Just in case this would be possible with another modifier/approach: I need to have randomized sizes and rotation of the cubes and need to have 1 or 2 thousand of them.

Just set the source of emission to „Volume“ instead of „Face/Verts“ in the particle settings:

Result: