What Inverse kinematics technique does the legacy IK solver use? There are different IK techniques like FABRIK, CCD, Jacobian inverse technique etc. Does anybody know which one Blender's legacy solver uses?

TL;DR The legacy solver uses Jacobian IK.

I'm not very familiar with the IK implementation, but here is what I've found out from Blender's source.

source/blender/ikplugin/intern/iksolver_plugin.c contains (parts of) the code that make up the legacy solver. In this code iksolver_execute_tree() calls execute_posetree() which creates the IK solver using IK_CreateSolver(). This results in the creation of instance of IK_QSolver. This object contains an instance of IK_QJacobianSolve which is used when execute_posetree() calls IK_Solve and passes IK_QSolver as argument.

This means the solver uses Jacobian IK. The actual implementation of the solver can be found in intern/iksolver/intern/IK_QJacobianSolver.cpp.


Quicktime format not an export option? As you can see by the screen shot I took, when I choose the File format I want to export my animation in, Quicktime is not an option. Anyone know how to fix this? Thanks :)

Quicktime is a container.

On version 2,79 you have to choose FFmpeg video to reveal the encoding options.

There you can choose quicktime as Container and the codec.


How to set active scene via Python? I have code to make a copy of my scene.

bpy.ops.scene.new(type='FULL_COPY')
cloneScene = bpy.context.scene
cloneScene.name = 'clone'

I wish to adapt it so that if the .blend contain several scenes, it will make a copy of the scene named 'Scene', i.e. The default scene (in my use case, it is reasonable to suppose this exists).

First thought is to do:

bpy.context.scene = bpy.data.scenes[ 'Scene' ]

Doc on bpy.context here http://www.blender.org/documentation/blender_python_api_2_57_release/bpy.context.html says 'Note that all context values are readonly, but may be modified through the data api or by running operators'

So I assume I cannot do this.

I found a related thread: http://blenderartists.org/forum/archive/index.php/t-201501.html

which recommends:

bpy.data.screens['Default'].scene = bpy.data.scenes['Scene']
bpy.context.screen.scene=bpy.data.scenes['Scene']

But I don't understand what's going on here, so I'm hesitant to blindly copy the code across.  Does each sub-window have an associated screen, so my 3-D view could be viewing one scene whereas the animation view could be looking at another?

Yes, that answer is valid.

You only need one of these 2 lines, they're just a different way to access the Screen data block. A screen datablock defines the layout of editors (which is why there is a selection of "screens" for e.g. UV editing, animation, etc. and you can fully customized that).

Every window (the system window blender runs in) has a screen property. Every screen in turn has a scene property which defines the active editable scene. Both of these properties are selectable at the top of the window by default. The most convenient way to set the screen.scene property is probably via the context:

bpy.context.screen.scene = some_scene


Make particle instances stand on the plane but rotate randomly I need the particle instances to point up, but with random rotation along the Z axis. How can this be done?

Under the Rotation settings (which have to be enabled, as they are) increase the Random property under Phase.


How can i change the background from my animation in compsitor? I created an animation-a turntable-and i want to change my background color .I can do this in the compositor? I know i can do this from the world tab but i used a Hdri and i cant change the color without influence the light.I can do this if i render the animation as pictures?

I am using cycles

You can change the color of the background in the compositor with the environment pass and either an alpha over node or a mix node.


Is there a way to smooth without making holes in a face? First of all, I can't add or delete vertices or change vertex order because otherwise I'll mess up the UV mapping for this mesh, which I can't do anything about because it's applied by an external program (this is a skyrim model, the program is Outfit Studio).

This is what I'm dealing with. The left-hand side of the torso is all in one piece, but for whatever reason the right-hand side is multiple disconnected pieces. The unselected parts are the "seams" where the mesh splits.

This is what it looks like if I select everything.

And then if I apply smooth.

The left-hand side is fine because it's one piece, but if I smooth the right-hand side the pieces of the mesh end up shrinking. How do I get the right side looking like the left side without changing the vertices?

to me it lokes like you have double Vertices. You should make a copy file (just in case you mess it up) and select all Vertices with 'a' and on the left side you should have a panel (you can let it show up with 't', that's how it workes in blender). Select 'Tool' and under 'Mesh Tools' you should find the option 'Remove:' and there is the button 'Remouve Doubles'.

I hope that should fix it for you.
Gr W.Zayde


Background image doesn't show up I inserted a background image in blender by checking the background images box and opening an image, but it isn't working. Not in ortho and not in perspective view, i tried all perfect views. The first time when i inserted an background image it did work, but now it doesn't work anymore. Here is a screenshot:

It is possible that the Source of the image is either incorrect, or you have changed the file location since making the .blend file.

Press Nummpad 5 and then Numpad 1 to get into an orthographic view were the image would normally be view able from
Click on the folder icon next to the file location
Find where the image is located and accept the location (make sure it is correct)
Your image should now appear in the background of the scene


Symmetrize seems to be stuck on the wrong axis I am very new to blender and cannot formulate the question well enough for google to help me. I am just trying to flip my bones around to the other half of my model but I'm getting this issue where it's not flipping across the right axis. Instead of mirroring across my model it does it in front of it. I cannot find a setting to change this and when I rotate the whole model it still does it in a local sense. I am not sure how else to manipulate blender's settings to get it to do what I want. I was watching a tutorial and it seemingly just worked fine for the guy teaching it.

The symmetrize operation will happen on the Y local axis, your armature is not correctly oriented. You should also align your armature to the Global front view. So in Object mode, rotate your armature 90° on the Z axis, apply its scale and symmetrize again.


Animating several objects randomly moving across the surface of another object Basically what I need is to make simple spheres move across the surface of another different objects - like another sphere for example. I tried using hair particle system to place spheres onto the surface of an object but there seems for me to be no way to animate them moving using the particle system. I searched the internet to find an answer but found nothing.

I also need to be able to animate them moving not only across primitive objects like another sphere but more complex ones - like the one on screenshot below

Use two objects: your shape (are they $s$ and $p$ atomic orbitals?) to generate particles, and a fattened version of it to contain them.
Result:

(workbench)

(eevee)
Procedure
Emitter object
On your main shape, add a Particle System. Things to change with respect to the defaults:

Emission > "Frame End" must be 1 (all particles emitted at the beginning of time), "Lifetime" as long as you like
Emission > Source > "Emit From" should be "Volume"
Velocity > "Normal" should be 0
Physics > Forces > "Brownian" to some value around 3
Field Weight > "Gravity" to 0
Render > "Render As" to "Object" (then select a UVSphere to duplicate)

Container object
Duplicate your main object, and remove the Particle System from the duplicate.
In Edit Mode, use the Shrink/Fatten tool (you can find it using Search or in the T toolshelf) and fatten it a bit. Then invert its normals: CtrlShiftN so that they point inwards.
In the Physics panel, activate Collision. Default parameters work well.
Since this is an helper object, you may want to restrict its render visibility in the Outliner, and to make its Viewport Display > Display as Wires in the Object properties.


Video Sequence not fully loading in video editor When I drag the video file down from the files window, it brings in the video sequence and the audio with it, however, while all the audio loads in, the whole video wont, only about 80% ish of it would show in sequencer and there is more to load in because I watch the unedited footage and its right there. But it wont load into sequencer, I have tried hard cutting and deleting parts of the video sequence in case the amount was an issue, one small addition is the video is longer than the max amount of frames available for blender in the first place but this has never been an issue before as I have edited similar length videos as well.

I faced the same issue just now. You should use ffmpeg to re-encode the video, specifying a bitrate and forcing frames to be duplicated. This worked for me:

ffmpeg -i input.mp4 -c:v libx264 -preset ultrafast -crf 0 -c:a copy -r 30 -vsync cfr output.mp4

This will generate a huge file because it's not compressing the video at all; if space is an issue, you can play with the -cfr parameter, bringing it to 20 or so (higher numbers mean more compression).


There's no camera on the timeline in 2D animation I've clicked on all the options, but I can't find them. Let me know.


"Child of" bone constraint on multiple bones, rotation issue I am looking for a way to get multiples bones to parent a control bone in a particular way. At the front of my cat model I have a bone I call "direction driver." In the cat skeleton I have some bones with a "child of" constraint, the target being the "driver" bone. When I rotate the "driver" I want each of these other bones to rotate the same, but in place. Currently, they all seem to be pivoting around the "driver bone" as if they constituted a single object. Pictures below. Can someone help me achieve my goal of getting them to copy rotation while staying in place? I cannot use the "copy rotation" constraint on them because they are already rotating in and of themselves, and I dont want to simply "replace" their rotation with the "drivers" I want an additive effect. Since I can get bones that have translational movement on the y axis (in and of themselves) to additionally parent y translational movement of the "driver bone" I am hoping that I can achieve the same thing with rotation. Thanks!

You can duplicate all your desired "Child " bones, and set a copy rot constraints on each of thoose duplicates, then make every original bone child of its duplicate, so that first you rotate the driver (and duplicate and its child rotate accordingly) then you can add its own rotation to every child.


Baking out proper normals and AO's from Blender I am new to blender and this is my first post on the forums so please forgive me if these are noob questions (I looked through the previously asked questions already but haven't found a solution to my problem). I am working on a work flow that takes me from Blender through Quixel. Currently I am using pre-made models and unwrapping the UV's for them, I am separating the components of the model by material labeling them as such for easy ID in Quixel.

After that I am baking out (using Blender game render) my material map, my normal map and my AO map, but I am not getting the traditional looking "purple normal map) or the "white and shaded AO" like I understand them.

Normal Map

AO Map

You should turn OFF "Selected to Active," choose "Tangent" for your Normal space. , and set your "Distance" higher than zero. The Distance setting here is for baking to a cage (lo-poly version of your hi-poly model). There's a similar Distance setting in the AO section that should be greater than zero.

Cycles is currently (and quite admirably) trying to map your normals and AO map onto the lamp. "Selected to Active" is for baking normals from a hi-poly mesh onto a lo-poly mesh. It doesn't have anything to do with the lamp. In this case, you just want it off.

You also want to check the AO settings in the World panel. That's (mysteriously) where the AO distance and sampling settings are. Make sure those a reasonable, and you should get a better result.


Modify Boid collision distance with hard boundary - v2.80 Hello hello Blender community!

This is the first question I'm posting, similar ones have been asked before but I was unable to get something working from the answers/comments on the questions most similar to mine. I'll try to include a bit of detail so that it's clear what I'm looking for and hopefully I won't be too hard to help. Thanks for your time.

I'd really like to create a scene in which I have a swarm of rats running down an alley. Currently, they're modeled by a Boid particle system. In order to make them respond to the environment, I want them to collide with scene objects in a realistic way (for now, I'm not worried about climbing or anything fancy).

In my alleyway scene, there is a staircase and I would like the boid-rats to scamper between the stairs and the wall opposite them. However, the collision distance is quite large - pictured below:

An example of the issue can be seen looking at the rat near the center of the image who is close to the corner of the stairs. This rat could have run by the stairs but was knocked to the side by this large collision distance. The rats tend to bounce around until they eventually fit through the small gap. Poor rats.

My hope is that there's a way to get tighter collision modeling with the Boid particle system, however, it could be I'm trying to solve the wrong problem. Though Boids seem to fit the swarm part well, perhaps a different approach is better. I'm open to anything :)

One other approach I've tried is adding rigid body physics to the objects and setting small collision margins, but I'm still getting the large collision distance. I believe I updated the animation correctly but maybe something wasn't properly baked (if that solution should work). I also tried topping out the damping on the collision objects to see if they were causing the intense bouncing, but it doesn't appear to be so.

Another example of this is how, if I place my emitter in the middle of a plane with a collider, rats are spawned equally distant from the plane on either side. To me, this suggests they're being forced out to the minimum collision distance, which I currently don't believe I can change since the objects are not soft-bodies. In the picture, the emitter and boid-rats are secondary selection and the Follow Leader target is primary.

I'm going to attach the scene in case it would be helpful to see! I created everything in v2.80 but tested it in v2.81 in case anything would be different but all is the same as before. Please let me know if you have any ideas and thanks again for your time!

Edit: Here is the .blend file

I will go ahead and post this as it works well enough for my use case, though it feels like there's a better solution:

I was able to get the simulation to work if I drastically increased the scale of the whole model - so that even if what earlier felt like a large collision distance remained the same, it would still be relatively small compared to the path the rats would travel through.

If somebody has a better solution I would gladly accept it in place of this one! I would prefer to keep the units life-size as they were before.

Current below: it appears that the relative collision distance from the stairs is the same compared to the images above. On the right of the image, there are still some bouncy rats but I can perhaps add a forcefield to direct them so I'm not too worried about that.


I can not find mesh panel or mesh check box which should be in the fluid tap I can not find mesh panel or mesh check box which should be in the fluid tap
first, I succeeded in making fluid particles, but for the next step, I stucked.
Many tutorials say that I should click the Mesh checkbox to bake mesh, but there is no such box..
Where can I find it? Plz help,,

Click the little arrow beside the 'Liquid' checkbox which will expand the panel and you'll find the Mesh entry on that panel.


How to call select_linked_pick from script? I want to call select_linked_pick from my script so that it behaves as if you had pressed L with the cursor hovering over part of a mesh. Problem is when I try to call it from script it doesn't appear that anything happens.

def execute(self, context):
    bpy.ops.mesh.select_linked_pick()

There is no output in the console, what am I doing wrong here?

Managed to solve this issue by simply using different operators to get the same result:

    loc = event.mouse_region_x, event.mouse_region_y

    bpy.ops.view3d.select(location=loc)
    bpy.ops.mesh.select_linked()

Found from this answer by CoDEmanX.

Seemed a lot simpler in the end than trying to retrieve the right indexes for everything to use select_linked_pick...


Can I use a USB drive as memory for rendering? I have a really low-grade laptop and I find that I run out of memory for rendering even very basic stuff. I have a thumbdrive and I was wondering I could use it in place of RAM. Does blender allow for renders to run based on storage and, if so, how?

This is not possible. A USB drive is a storage medium, much like your hard drive.

The only possible useful way of using it, would be adding or moving the operating system's swap (pagefile.sys on Windows-based computers) to this drive but even if Blender would make use of it directly, it would be very slow.

Unfortunately there is no cheap way to replace RAM with something else.


Samples has changed to path tracing tile Hi when I was rendering earlier I set my samples to 150 and then in the top bar of the render pane it would show samples 150. Then I reset my user interface and when I render, I still have the samples set to 150 but at the top it now says Path Tracing Tile and it's increased the samples to 240, this has made it so that now my image is rendered in 2 minutes whereas before it was rendering in 1 minute.

Square Samples

You have Square Samples feature turned on, which squares specified amount of samples.
This means that if you set 150, it will calculate 22 500 samples (not the task you should try imho).

In case of using Square Samples you'll see exact amount of them to be computed in the bottom of Samples scroll (it will be shown there only if Squares Samples turned on):

In your case, you have 12 samples specified in Render samples quantity, thus it'll render 144 samples.

Tiles or What is shown in the top of the rendered image

When rendering, in the top of the UV/Image Editor screen you have shown:

elapsed and remaining time,
memory usage,
current scene and Render Layer which is rendered,
and amount of tiles - already rendered / remained to render.

Tiles are those small boxes which appear on the rendered image where calcualting is being done at the moment. They are the amount of work which Blender is able to calculate at once taking into account saved user preferences, scene specifics, and hardware.

So taking this situation, it calculated 570 small orange boxes of 2125. Tiles' quantity will change in several cases:

changing output resolution;
changing Auto Tile Size in Performance scroll

You can read more about tiles quantity vs. performance here. Generally, most likely you won't have to change Auto Tile Size setting, which is turned on by default.


Create a low poly mesh with high detailed textures? Could anyone explain how you can create a low poly mesh while the texture details are high? I have been searching for quite a while now and I can't seem to find anything about it.

I'll show the most simple way to bake a normal map and then convert it to another format so that it's more widely compatible with game engines.

I am leaving out ALL theory and best-use scenario information since this topic almost always seems to cause arguments for some silly reason.

I'll just show how to bake an Object Space map and then convert it into a Tangent map since this method of creating a Tangent space map isn't widely known and tends to be very useful especially for a situation like the one I'm showing here.  Instructions for other methods are easy to find.

Have your simple model ready and while in Edit mode press u and select-> 'Smart UV Project', make sure there is a bit of space between all the UV islands as shown in the next image.  Then press 'New' and add a texture which will be baked to.

Now if you add a bunch of Modifiers to increase the geometry and shape it a bit, such as Subdivision, Displace, (Bevel sort of works for this), you can then press 'Bake' and you will have a normal map.(there is a link to a simple modifier tutorial at the end)

Now you can add a new material then move one tab over to the textures and add one of those as well.  The relevant settings are shown below.

Now to convert this to a Tangent Space map,  First of all, deactivate all of the modifiers by unchecking the eyeball and camera icons, otherwise the next stage will fail.  We want the normals to come from the map that we already baked.

Now add another texture using the UV image editor and make sure that you are in Edit mode and have all the faces selected when you add the texture.  This way of adding a texture is primarily used for baking in Blender Internal, I mention this because many beginners think that they have added a texture to their model but that's not really what's happening here.  There is a big difference between adding a bake-to texture and adding a material texture.

Anyways, with this second texture added, go over to the bake section and change the setting to bake to a Tangent map.

Press bake and you should now have a normal map that looks mostly pale blue.  Instead of adding a second texture slot, you can just replace the Object Space map with the Tangent space map and change the Image Sampling section to Tangent map as I've circled in the image.

The modifier stack is based on the following webpage.

http://www.evermotion.org

Create Stone Wall in Blender - Tip of the Week

http://www.evermotion.org/tutorials/show/9267/create-stone-wall-in-blender-tip-of-the-week

Here's the .blend file.  The images are not packed so even though they should be listed, you'll have to recreate them.  http://www.pasteall.org/blend/34142


Multiple object deselection when objects are overlapping This might be very trivial, but I couldn't find an answer. I'm looking for a method to deselect one object when multiple objects are selected in object mode. If there is no overlapping (no other object behind the on I'd like to deselect), shift+clicking twice on an object works well, but when there's overlap it just cycles through the objects. I've read that ctrl+shift+clicking is supposed to deselect the currently active object but it does nothing for me.

Use Alt select:

Alt select: allows to choose the one to select in the menu.
ShiftAlt select: allows to extend the selection or to set active in the selection (if not active) or to remove from the selection (if active).


Strange flickering while modeling in Blender 2.8 beta So, while modeling simple building, I came across some strangle flickering on faces, which is strange for me.
There is no overlapping, so "z-fight" is not the cause here.
Flickering is visible with solid or rendered -- no matter which.

I have blender 2.8 beta by 27.02.2019 version

I inserted images and .blend file, so please look at them :)

The flickering was because your Clip Start distance was way to small. This setting can be found in the View menu of the Properties side panel. The N key to toggle view or hide panel.

It was set at 0.00002m :

Increasing the distance a little to 0.1m .........


How to get curve to twist with the hooked object? I have a curve using a "squared" circle as a bevel object to get a square-profile tube.
The two last control points of the curve are hooked to an object.
When I rotate that object around Y and Z axes, the "tube" follows nicely:

but around X axis the "tube" does not follow the object's rotation completely (it does not twist around X axis):

Is there a way to get the curve twist along all three axes together with the object it is hooked to?
There is an option to tilt curve control point (Curve -> Control Points -> Tilt) but that has to be done manually. Maybe somehow tying that tilt to the object ...?
I am open to all sorts of solutions as long as it allows moving and rotating the hooked object and the "tube" follows it.
Here is the file I used for the example screenshots:

You can add a driver to the Tilt of the point.

Select the desired point and add a driver to it's Tilt.

Then go to the driver editor and do ass follow:

Now when you rotate the object the curve rotate too.


Linux KDE Debian 10 Buster Install - Blender 2.80 Exec Format Error I just installed Debian 10. I've downloaded Blender 2.80 64-bit from the official site. When I double click the "blender" executable nothing happens. When I open a terminal in the same folder and run ./blender, I get the following error ./blender: cannot execute binary file: Exec format error. I've got a 64-bit installation.

How can I fix this error?
Thanks

linux do not use .EXE extensions to run applications, and do not use binaries very often if they are not necessary, you wrong to download blender because I do not download it from LINUX, blender org identifies your system and your generals from your pc, it is quite intrusive, and gives you the right version for your pc and system

and this would be the manual way to get blender for debian 64 bits

NOTE:
DEBIAN & UBUNTU they have blender maintainers check both distributions pages and you can install the DEB file for your system

use este enlace

Install Blender on your Linux distribution

DEBIAN BLENDER 2.8


camera is zoomed in for a close up render but render is zoomed out Zoom Issues,Hello, I am a noob when it comes to blender, so I apologize up front for not being able to communicate the problem better.  I am following blender guru tutorial on how to model a donut with icing and I have the camera zoomed in for a close up of the donut but when I hit render it is in a zoomed out position, the donut is far away.

My clipping distance is .001 so I don't think it's a clipping issue.  It's as if no matter where I position or zoom camera to, the render is operating on it's own and positioning the camera and focal length farther from my object. I've tried with both EEvee and Cycles but still have the same results. I've also tried different focal lengths, 35mm 50mm and 175mm but still resulting in a zoomed out render instead of a close up shot.

If you zoom out while watching the camera, you'll see a box where everything outside is slightly darker. Inside this box you're seeing what the camera is actually seeing, so simply adjust the camera position to frame the shot you want.


Having trouble with texturing I'm relatively new to blender and 3D modelling. I've just started creating a game with ue4 and decided that I would like to create my own static meshes for world objects and floor tiles. Anyway! I modelled my different floor tiles got them all as I'd hope for but when it came to texturing, I seem to have hit a brick wall. I started with a cube and extruded the walls. I used the subdivide tool to round the edges and the loop and cut to square the floor and walls. I did an a smart uv unwrap and applied a simple grass texture to the whole mesh. I keep getting these solid colours bordering each square and I cant find a way to remove them. I also tried a manual unwrap and still no joy. If anyway can suggest a solution I would be most grateful.

Cheers

Pete

Have you tried applying the SubSurf Modifier? If not, make a copy of the object and apply the Subsurf to the copy, then remap it. If that doesn't work, can you show us the UV map with texture?


Add random values to every height to a given object I would like to add a random height to a given object . For example , a plane. ( Im looking to do a mountain later). I have written this code but I do not know how to call this function out (my print doesn't work , and i'm not sure about the "vert.co = vert.co+n " line too
def randomheight(object1,height) :
   object1 = bpy.context.active_object
   for vert in bpy.context.active_object.data.vertices:
      n=randrange(-height,height)
      vert.co = vert.co + n
print(randhomheight("Plane",4))

THank you for your help

The print function will go to the blender console window if you run the code from the text editor (but the code has nothing to print currently. See below). Use the blender Edit menu to Toggle System Console.
You can do what this code is trying to do much more easily with the displacement modifier and a noise texture, or with ANT Landscape addon, which has a readymade tool that uses noise textures to generate random terrain. However, if you really want to do it this way...
The python in this is very broken. I will try to explain.
I am assuming you are running this code in the Blender python terminal, but if you are running it from the text editor, you must add...
import bpy

...at the beginning of the script for it to work.
To otherwise fix the code regardless of text editor or terminal running:
First off, the code passes object1 and height as arguments to the function, but then the function itself creates the variable object1, so that is not needed. Python can create and delete variables on the fly, so there is no need to tell it beforehand "I am going to create these variables here." The line should be...
def randomheight(height) :

Which gets passed height as a number.
Secondly, the blender API syntax is incorrect in adding n (a number) to vert.co (a 3D vector). Since the up/down axis is Z, which is the third element of the vector, the line should be...
vert.co[2] = vert.co[2] + n

Or you can use...
vert.co[2] += n

To make things more compact.
Thirdly, the code has nothing to print: the randomheight function does not return any value, so python will just print "None." Also, the code is trying to pass the object name to the function when the function itself looks up whatever the active object is. This should be...
randhomheight(4)

Unless you want to be able to pass the function something so it can work with objects other than the active one, in which case:
You should leave in the object1 argument where you define the function and here where you call it. Then, remove where the function picks the active object and replace it with...
object1 = bpy.data.objects[object1]

...which will look the object up up by the name the function was given.
Sorry about the multiple choice bit at the end, it was just tricky to tell what the code was meant to do.
Hope this helps :-D


Is there any alternate to Mirror modifier Is there any alternate to Mirror modifier. I want to flip my model like a mirror but i do not want to use the mirror modifier. I have a model with 3-4 object and i want that complete model to be flip without joining. Later i have to use that for animation so i do not want to join them. How can i flip my complete model without using mirror modifier. Any other way or is there any addon

Yes there is.
Select your object, go to Edit mode. Press A until everything is selected then press S (to scale). Type "-1" and then press Enter.
The object will be mirrored and its location will be based on the Pivot point.


Interface text is tiny on high resolution screen Blender fills the screen but the text is all tiny. Too small to read with any ease at all.

Any thoughts or suggestions?

Go to file, user preferences (or use the hotkey, CtrlAltU.

Then go to the system settings, and change the DPI. This will change the text size.

If that's not enough, you may have to change the virtual pixel mode to double.


Modelling a spiral around a sphere I'm trying to figure out the best way to model the sphere-spiral here:

Is it possible to make this shape directly? Or do you have to make it as a cylinder and wrap it to a sphere?

Ok... I can't help putting out the laziest of the answers...

Enable the Add Curve: Extra Objects plugin.

Then do Add->Curve->Spirals

Select spiral type number 3 (spheric), and give it the parameters you want for radius, turns, etc:


How to change text color with animation nodes? Is it possible to change color of some part of text object?

On image you can see a text object with 3 words inside (text different_color text).

two words should be black color and middle word (different_color) should be a white color.

pay attention, it`s all should be a text object (no convert to mesh).
 It should work automatically, so  if in text object   be more words , in that case the main word (different_color) always should be a white.
unfortunately this answer will not work for me Can I colour the same text in two different colours?

You may use the Character Properties Output node as follows:


Transparency options are all greyed out? I'm using the nodes in Internal, and the problem is that the transparency options in the Material tab are blanked out. The Image Texture I'm using has a part where it's transparent!

Here's my setup and the Transparency options greyed out.

Here's the image texture in question (The bottom left part, which is a skirt, is transparent)

And here's the render.

I've connected and disconnected the Alpha part of one material and the other to the output node's Alpha and neither makes a difference, surprisingly.

I didn't realize you moved this to a new question...try this:

In the Material, make sure you select 'Transparency' with Z Transparency under Render Pipeline Options.

Also under 'Options', turn on Face Textures and Face Textures Alpha. Under the Texture itself, make sure 'Use Alpha' is checked in the Image section.

Oh also connect the Alpha from the Material to the Output as before.


How to implement Quadratic Bezier curve SDF using Blender's node Hi There Blender Peeps and Lovers... I need some help.
I tried to draw Quadratic Bezier curve SDF using Blender's node editor. In order to complete this challenge, I referred to the code from Inigo Quilez, and tried to implement it in Blender with nodes, but as you can see, Although the final effect showed some rudiments of curves(The red dot is the control point), it failed overall.

I have checked the nodes several times and confirmed that the failure should not be caused by the connection error of the node. Finally, I compared the output of each line of code in the shader of Godot one by one, and found that the problem may be the square root operation, negative values in Blender The square root result is 0, but Godot is not. It seems that Godot's shader can perform operations on complex numbers, but I'm not sure.
Besides, I don't understand the mathematical principles of Quadratic Bezier curve SDF, but I don’t want to give up. Is it possible to calculate complex numbers using Blender shader or is there another way to implement Quadratic Bezier curve SDF?
And here is my .blend file.

I have found the reason. The problem is in my node tree. You only need to change the multiply node to the division node in the image below. I was so careless and made such a stupid mistake. Thank you for your attention to my problem. Also, Blender can indeed handle complex numbers.

And here is the expected effect.


How to scale UV map? I'm trying to position a UV map over an image and I cannot figure out how to scale the x and y dimensions independent of each other. As you can see from the picture I need to scale the y dimension to fit the eye. When I loaded the image inside of the UV editing window, the UV maps became distorted.

You do it the same way as everywhere else, by pressing S followed by the axis you want to scale on, i.e. X, Y or Z.

Additionally you can press S and then Shift + the axis you don't want to scale along, and thus scaling along the other two; So if you pressed S, followed by Shift + X, you would scale along Y and Z, but not X. This, however, only applies in the 3D View, not in the UV/Image Editor, as there are only two dimensions.


Why is this surface wrinkly? I have made a ring in blender 2.71.

I have applied a subsurface smoothing modifier, and set the shading to smooth.

For some reason I don't understand, the model is covered in wrinkles.

When I go into edit mode, The subdivision surface appears to have a lot of curves.

This is causing problems when I try and apply a shrink wrap.

I have attached the actual blender file here:

https://dl.dropboxusercontent.com/u/460997/Blender/PaveTest.blend

How can I make the surface smoother, and not have all these wrinkles?

Your object has very irregular topology containing triangles and ngons:

These should be avoided as much as possible when working with the subdivision surface modifier, as they will cause strange distortions like the ones you are seeing.

When working with subsurf, try to make your object completely out of evenly spaced quads (faces with four vertices):

Also try to keep the normals consistently pointing outwards, otherwise you might see dark shading artifacts. You can recalculate the normals by selecting everything (A) in edit mode (↹ Tab) and pressing ⎈ CtrlN.

This will result in a much smoother surface, which makes shrink wrap give the desired result:

Note that the object you are shrink-wrapping is made up of tris, so subsurf isn't advisable on it either.

Example .blend


Can't bevel round cutouts in a cube This seems to be a pretty typical problem. But reading many threads did not yet help me to find a solution.
I want to model a supposedly simple object. Unfortunately, the attached image is magnified. I have no idea how to make the image smaller. Looking at a smaller image makes it easier to understand the form.
I first tried to subdivide a base cube and model the cutouts, but this was not very successful.
The closest I came was using a boolean. However, I am not able to bevel the borders of the cutouts, regardless of the order of the booleans. When applying the boolean the geometry does not look too bad, but I still can't bevel the borders of the cutout, neither using a modifier nor directly.
I attach two .blend files: one with the boolean present, and one with the boolean applied. The design sketches can be found as empties in the .blend file.
Edit: @Chris. Your proposal did not help. This was my first idea as well. But if you look at the resulting topology after applying the boolean does not look too bad. I added another screenshot.

.blend files

I opened the first of the attached files, StopTablet2.blend... the Bevel Modifier was before the Boolean Modifier so I changed that. And voilà, the object was beveled. And even more after disabling Clamp Overlap.
In the second file StopTablet3.blend you've set Limit Method of the Bevel Modifier to Weight, but only the edges on the top have bevel weights assigned (you can see it by the blue color). If you give a bevel weight to the other edges you want to bevel it works, at least if you disable Clamp Overlap again. Or use a different Limit Method like you did in the other file.


Quadro 2000 + Ryzen 5 1600x Quite silly and probably will get a quick reply.

Started playing with Blender 2,78 a bit lately, mostly for fun. While I quite quickly hit how slow some things render with any CPU. (I have a Ryzen 5 1600x with 16GB of 3200MHz memory)

I could only find a R9 270x when building the PC which is sadly GCN 1.0 and can't render in cycles unlike all the other R9 cards that are GCN 2.0 and can render in cycles (but the price was great ...especially for the fall of 2017)

Now I found a used Quadro 2000 (1GB) for sale at just 20€.

How much would it even help rendering compared to my CPU?

Can I use such an old cheap GPU to work with the CPU for rendering? Anyone with a Quadro 2000 around ?

Disclaimer: I'm not a graphic card expert. The following is from personal experience and what I've extrapolated partially from my own benchmarks and research. I actually do have a quadro 2000 card but I rarely use it and have never used it for Blender specifically. Please feel free to comment below if you disagree with any points and I may correct them.
This is all conjecture without actual benchmark results
Forget the Quadro. It's pretty pointless after the first year it's out. After that it gets obsolete and any newer GT or GTX is better. The main benefit of Quadro cards are the ECC which is fancy but not helpful. Another really good benefit of the Quadro is cuda cores but that doesn't always directly translate to better performance compared to newer consumer grade cards that support newer tech like Direct X 12. (note: Direct X is not yet supported in Blender. Open GL 4.4 is supported on both of these cards however and that is what Blender utilizes.
You'll be better off with more VRAM.
NVIDIA GeForce GT 730 4GB GDDR3 128 at $89.99 + Shipping.
You'll have to convert that to your currency.
It's definitely more worth it in the long run.
There's pros and cons to both but the GT 730 is better in the end.
The specific GT 730 I showed you has 96 Cuda cores. The Quadro 4000 has 192 Cuda cores
(unless someone wants to benchmark this for me I can't tell you for sure which card will be faster but my hunch says the newer GT 730 is going to be faster)
However, the GT 730 supports newer technology and higher resolutions.
Plus twice the VRAM.
The ram and higher resolutions will help a lot.

Check these out click on specifications and compare them.
http://www.nvidia.com/object/product-quadro-2000-us.html
and
https://www.nvidia.in/object/geforce-gt-730-in.html#pdpContent=2

EDIT: Originally I claimed and cited that Nvidia's Cuda core programming has higher support and faster speeds. However, I've been informed that as of Blender Version 2.79 OpenCL has made significant improvements. While OpenCL still is undergoing active development it appears to beat NVidia in the benchmarks, at least in tests comparing a midrange ~$200 graphics cards
As far as high end cards are concerned blenders official manual still recommends Nvidia. However, this may be subject to change in the future when more benchmarks are released and as the OpenCL code improves.


How to make ribbon cable? I've been trying to make a twisted ribbon cable using curves, the array modifier and the simple deform modifier, and I think I've come close but I just can't get the effect in the reference image.

This is the ribbon so far:

Here are my modifier settings:

Here's the reference photo:

As you can see, the cable in my .blend is not convincing and too uniform in the twist without that nice frazzled look of the reference image.

How can I achieve this?

Thanks

Update: A simpler improved file has been added with a screw modifier and with the other modifiers is completely flexible and editable. I did not add the noise though that is easy enough to do.

The original answer: Complex meshes and curves can get messy very quickly and I have tried to make a simple setup here. It uses a crude mesh created from screwing some circles around a vertical line/mesh...

...and adding an array modifier.

A subsurf is added for smoothness, but I also added a noise texture to displace the mesh a bit.

A new curve was created and added via the modifiers to original mesh.

This gives the freedom to move the mesh to the desired shape. The points of the curve can be used to manipulate the general volume with ALTS

The last part I cheated with another mesh as I think the transition can be obscured. It is duplicated to suggest more bulk and can of-course be messed with to suggest unique cables.

It's neither pretty or refined but hopefully gives you some ideas.

Updated file:

Orignal file:


My armature is not effecting the right arm of my mesh I had a problem last night with my armature having a very weird deform which was answered by having to apply pose at rest pose. before knowing that i was tweaking around with some of the settings and now i have no idea what i did to get it back to normal. my right

You need to apply your mirror modifier of your mesh before parenting.
This is the steps I did:

Go to the mirror mesh modifier and apply it
Go to to the vertex groups and delete all groups as shown:

Select Mesh then armature then hit ctrl+P and automatic weighting

This is the result after these steps:

The updated .blend file can be found here:


Loop cut incomplete, skipping faces from a simple shape I'm having some problems with cutting a mesh. This is how the cut looks on Edit mode:

and this is how it looks on Object mode and how the model stays on Pose mode too:

any idea of why is this happening?

I've checked all faces existing, and also used the knife tool, but the result is the same. In some cases it even just ignores the whole loop.

Check the Draw All Edges checkbox in the object properties panel.


How to model from photo referance? I have a photo that I really make into a 3d model but I have no idea how to make it into a  3d model. Can someone provide a step by step on how to make this house into a 3d model?  What mesh do I start with?

The simple answer is start with a cube, but really, I think you're asking how to model. There are a lot of great tutorials on YouTube. Grant Abbitt has a great series on beginning modeling. You should start here: https://www.youtube.com/watch?v=7MRonzqYJgw&list=PLn3ukorJv4vs_eSJUQPxBRaDS8PrVmIri. But there are many ways to learn Blender, and many excellent tutorials (Blender Guru's Doughnut series, etc.). Good luck, and don't get discouraged.


Generate circles in cell 2D I want to generate circles as the distribution of random circles in a square cell. these circles have the same radius. constraints applied to these circles are: (i) these circles not overlap each other. (ii) these circles do not touch the square cell walls.

I want to create this algorithm with python, can you help me?

Particle System

Some stages of creation.

User Ortho View above

[A] Plane with Loop Cuts
[B] Edit Mode. Face Mode. Inset Faces. Vertex Mode. Invert selection. Delete Vertices.  Faces remain with empty margin.
[C] Edit Mode. Face Mode. Random Select from Menu.  Delete Faces.
[D] Particle System using blue torus as Render [Object]. The radius of torus < (.5 Margin) is the intention.

Image Editor Render Result

Particles Rendered

Particle System settings shown above.

Of course your variations and improvements are welcome. Click on image to see larger version.


Render image rendering incorrectly with a checkered pattern I am learning Blender and following some Udemy courses. I added some materials to the model and in the render viewport, it looks completely fine in that nothing looks broken.

When I add a camera to the scene and try take a render image, it's almost like the materials are missing and it comes out all spotted and checkered looking.

Does anyone have an idea what might be causing that to happen?

What @Jachym Michal said is correct. Press ALT H in the viewport, your second object should appear, otherwise search in the outliner.  Btw. this irregular pattern of triangles and weird stripes is called z-fighting, where z is the distance to the camera, it means 2 faces occupy the same space and the camera has troubles deciding which one to show in each sample.


Use simple text on a 3D view? I´m looking for a way to present information (simple text) that can be typed into a panel with text input. The panel is active on the session but it will be displayed on the 3D viewport all the time.
Like this:

On softimage we called these "notes" and it was an extra item on the collection.
I don´t know where to start looking, since the original code is not part of Blender for doing this. I used this function a lot in softimage.
Please help.
Thanks.

Maybe the closest thing you will get to that is making a text editor window.  Any of the blender panels can be changed to many different windows. One of the options is a text editor.  It won't however, overlay on top of the 3D viewport.


VSE: zooming into preview area Any way to zoom into my preview range "10900 - 11450" using shortcuts or functions?

Actually I can zoom into this area on the timeline using the home button but on the sequencer it will only zoom out to the whole work area...

Here you can see how the same button home zooms out on a different way..

What I'm searching for is something like the P button that sets the preview area and then something like an AltGr + p or Ctrl + p to zoom into the area in order to reach a status like this:

I use Shift+B to zoom in the Timeline by drawing a rectangle while holding down LMB.

Doing this you will zoom in to the rectangle you draw.


Is there a way to control the start and end of quick effects? I’m an making a little scene with quick effects: cell fracture, explosion, smoke. But can not find the way to put a time frame on them.
Is there a way to control the time for these quick effects?
Thanks in advance

All of the simulations depend on the cache and have a control for start and end.


Animation of a person sitting down i am quite new to blender.
i have a person which should sit down to a "chair".
The Person is rigged (has bones and so on) but if i go into animate and move the bones (and the person object) and insert frames, it doesen't move at all. It always shows the last pose.

okay i found the problem.
in the bottom toolbox "Scaling" was selected for the keyframe insert...


How to adjust the dimension of model？ Hi，I have created a model. I want to adjust the dimension of the model.
Scale was 0.136, 0.136, 0.136 and Dimensions was 1.73164, 1.62762, 2.33337. When I change the size of Diomension in x-achse, the number of x-achse in Scale will be automatic changed. But I just want to change the Dimension and keep the number in Scale not be changed. what should I do？

The dimensions is related to changing the scale of the object in Edit mode, if you want to only change dimensions, you can use edit mode and scale it there. Scaling in Object mode will result in changing both dimensions and scale. Hope that helps!


How do I cut off excess overlap of two objects? How can I cut off (delete) the excess parts of the logs sticking through the roof in my picture?

Note: The sloped roof is just a rotated plane; not sure if this affects how you might do it.

A practical way to do this is:

Go into an orthogonal view looking down the edge of your plane roof
In Edit Mode, Put (CtrlR) 2 edge loops around your log
Slide (GG) each of your edge loops until they coincide with the slope, top and bottom.
With the knife tool, cut through (KZ) from the top vertex of the left loop to the bottom vertex of the right loop.
Rip (V)the newly created sloping edge loop.
Select linked (hover L) on the left side of the new loop, and delete faces.
Dissolve your guide loop, if you like.

But you're still in trouble: If your roof is a simple plane, either the logs will show through, or there will be a gap on the outside, or you will have coincident geometry, which will cause artifacts. So really, your roof should have some thickness, and the ends of the logs should be concealed inside it.


how to stop additional bone and bone chains in the fbx file export "how to stop additional bone and bone chains in the fbx file export" , my fbx export files always have multiple bone additions in the exported fbx file, so how do I prevent this from happening in 2.79b ?

after export pic (1)
Before export pic (2)

In the export options deselect "Add Leaf Bones" This option creates bones that are connected to the heads and tails of the bones you've created in your blender native rig.

This image shows the default options.


How do I turn off pen pressure for texture painting? I have a drawing tablet, and I can't figure our for the life of me how to turn off the pressure sensitivity for drawing in texture paint mode. Can anyone help me? Thanks.

Just press this icon, you want it deselected just like in this picture.


fluid not crossing a vertical effector boundary I have the "H" shaped mesh (converted from Text object) Collider Effector that is allowing fluid to pass through the verticals, but as the mesh fills the fluid never crosses into the horizontal part midway up the "H".  I tried to add another inflow inside that area, and indeed nothing is flowing.  Yet from looking at the faces I see no solid or blockage in this section.
I'm about a month into fluid simulations and believe I understand many of the impediments (Surface Thickness >= 0.5, domain substeps and particle size appropriate, etc).
I include the blend file and pray that you geniuses can smack some sense into me ;-)

Your "H" collision object needs to have normals orientated inside (red face orientation outside, blue inside) ... or your Domain is huge with very low Resolution Divisions ... or always good to Select all and Apply Scale ... or all of those :)


How to get rid of hair root location artifact I have a small sphere on which I place a couple hair particles in the particle editor.

When the hair particles have simple children, the sphere is so small that the appear to be emitted from above the surface:

Is there a way to fix this artifact?

A reasonable fix would be to emit the hair from a smaller sphere inside my actual sphere, but I'm wondering if there is a way to avoid having the extra emission object.

Enter the Particle Edit Mode.

Change the Particle select and display mode to Point select mode.

Uncheck the Lenghts and Root boxes in Options panel, then select all the hair particles with border select tool (B) and move them closer to the sphere (G).

Here is the result.


how to copy and rotate already animated objects I'm working on a circulair symetric design that has to be annimated (think gears in gears). Now I have animated one of the parts and would like to copy and paste the animation into the other parts. Is there an easy way to take an already animated part copy and paste it without having to redo the keyframes (I'm working in 6 fold symetry so that is 32 parts).

Copy your object and parent it to an empty object, then transform the empty object.

If a copy already exists go to -> Dopesheet Editor, choose Action Editor, select the copy and choose the action from the original object.

To mirror the animation you can use negative scaling.


Arms inner part of the elbow is deformed in a circular pattern instead of a crease Basically, the elbow does not bend in its correct way. Instead, I'm getting this:

Note the subdivision surface value is set to 2. At subdivision level 0, I get a better (not perfect) result:

I can't tell if this is because of the positions of the loop cuts or the weight paint:

I used Rigify to create this but wasn't sure if this is normal and I have to go edit every bone in weight paint mode. Is there a quicker or easier way to fix this?

(It's also easy for me to roll back and change the position of the bones and regenerating the mesh if needed)

Select your character in Object mode and in the Properties panel > Modifiers, put the Armature modifier above the Subsurf modifier, it should fix the problem.


Appending with bpy.data.libraries.load and drivers I'd like to append all objects from a specific blend file. Some objects in the blend file have drivers attached. For example z-coordinate of the Cube is equal to z-coordinate of the Empty. I used the following simple code for appending.

import bpy

with bpy.data.libraries.load("path/to/test.blend") as (data_from, data_to):
    data_to.objects = data_from.objects

for obj in data_to.objects:
    bpy.context.scene.objects.link(obj)

However, drivers don't work after execution of the above code. They start to work if I go to the driver settings and press "Update Dependecies" button.

What is the trick to make drivers work?

Here is the blend file I'm trying to append:

The following code does the trick:

import bpy

# prepare files list for bpy.ops.wm.append(..)
files = []
with bpy.data.libraries.load("path/to/test.blend") as (data_from, data_to):
    for name in data_from.objects:
        files.append({'name': name})

bpy.ops.wm.append(directory="path/to/test.blend"+"/Object/", files=files)


Grease pencil stroke disappears instantly after I draw I was using grease pencil just fine, but then after I locked a layer(and selected another) I couldn't draw because my drawing strokes would instantly disappear. I've checked opacity, visibility, frames, and X-ray. I just don't know what to do! If you would like images or a video or the file feel free to ask.

Not too much to go on but sounds like you nudged the frame number away from the frame the rest of your drawings were on. Check the timeline at the bottom of your workspace, is the green "current" indicator on the same frame as the keys?


My video is greenish, how do I correct it? I guess automatic white balance was fooled by the background (garden through window), and now the people in the interior (yellowish light) look greenish. Is there a way to correct this white balance gone wrong?

Load your clip on the compositor. Add a Color balance node and move the gamma in the opposite direction of the dominant hue of your scene. If your scene is green you want to make it more magenta.


Can I affect the particle frequency of objects in a collection? So I have a scene that I am working on below. Currently I have only one type of tree simulated across the entire surface, but I want 3 different types instead. However I do not want an equal mix of these 3 trees, instead I want 80% of the first type of tree, 15% of the second, and 5% of the third.

Is there a way to put 3 trees in a collection and have the particle system affect the frequency of the objects inside it in this way?

For extra points let me know if there are settings to help prevent these trees intersecting to heavily ( I will be going in close on my animation )

Thank you so much!

In the particle settings select the Use Count for your collection. Then change the count for each item in the collection.  See the settings near the yellow arrow in the image above.


Adjusting location not working I was working on a scene with a cylinder shaped object. It was freely movable and rotatable using Transform pane, but suddenly I couldn't move it using the Transform pane. It is now just movable and rotatable using shortcuts like G and R. And when I use shortcuts, the values in the Transform pane change. Please refer the attached video and blender file.

video

I need your help!

I found the reason. This could be a silly Q&A, but I think someone could do a similar mistake. I was trying to move the object (where it has 'rigid body' physics) in the middle of an animation. Set the frame number to the first frame and then adjusting the transform solved the problem.

I accidentally found this while suspecting all the possible causes. When I removed 'rigid body' physics from the object, it worked as I intended. That was because it is not affected by rigid body animation anymore and therefore free from frame numbers.


Is it possible to associate non-blend files with Blender? Is there a way to make Blender auto import files that are not .blend when you open them?

For example if you open a .fbx file by double clicking on it, and you have Blender set as default application, then import it to a new .blend.

Is it possible to make Blender import this .fbx file just like you would do it manually by using File > Import > FBX?

By default, Blender just opens up and loads default new scene when you open anything that is not .blend file.

No, Blender doesn't support this. Mainly because there are many options you may want to configure while importing a file.

However if its vital for your work-flow, writing a script to do this is not such a difficult task.

eg:

blender --python /path/to/auto_open.py --

Contents of auto_open.py

import os
from sys import argv
argv = argv[argv.index("--") + 1:]

# format specific options... change as you like
args_fbx = dict(
    # global_scale=1.0,
    )

args_obj = dict(
    # use_image_search=False,
    )

args_3ds = dict(
    # constrain_size=0.0,
    )

import bpy
for f in argv:
    ext = os.path.splitext(f)[1].lower()

    if ext == ".fbx":
        bpy.ops.import_scene.fbx(filepath=f, **args_fbx)
    elif ext == ".obj":
        bpy.ops.import_scene.obj(filepath=f, **args_obj)
    elif ext == ".3ds":
        bpy.ops.import_scene.autodesk_3ds(filepath=f, **args_3ds)
    else:
        print("Extension %r is not known!" % ext)
else:
    print("No files passed")

File associations typically add the file to the end of the command to form something like this:

blender --python /path/to/auto_open.py -- /home/me/my_model.fbx

Linux (Setup Script)

Setting file associations can be done via this script (to save you having to do it manually), tested on Linux with Gnome.

Run this once bash blender_auto_import.sh

#!/bin/bash
echo "Setting up Blender file extensions..."
DESKTOP_FILE="$HOME/.local/share/applications/blender_auto_import.desktop"
MIME_DIR="$HOME/.local/share/mime/packages"
PYTHON_SCRIPT="$HOME/.config/blender/blender_auto_open.py"
EXT_LIST="fbx obj 3ds"

mkdir -p $(dirname "$DESKTOP_FILE")
mkdir -p $(dirname "$PYTHON_SCRIPT")

tee $DESKTOP_FILE > /dev/null <<EOF
[Desktop Entry]
Encoding=UTF-8
Name=Blender Auto Import
Exec=blender --python $PYTHON_SCRIPT -- %F
MimeType=application/x-blender_auto_import;
Icon=blender
Terminal=false
Type=Application
Categories=Graphics;3DGraphics;
EOF
echo "  written: '$DESKTOP_FILE'"

# setup file associations
for EXT in $EXT_LIST; do
    XML_FILEPATH="$MIME_DIR/x-blender_auto_import_$EXT.xml"
    tee $XML_FILEPATH > /dev/null <<EOF
<?xml version="1.0" encoding="UTF-8"?>
<mime-info xmlns="http://www.freedesktop.org/standards/shared-mime-info">
    <mime-type type="application/x-blender_auto_import_$EXT">
        <comment>Blender $EXT file</comment>
        <glob pattern="*.$EXT"/>
    </mime-type>
</mime-info>
EOF
    echo "  written: '$XML_FILEPATH'"
done

# update desktop files
update-desktop-database $(dirname "$DESKTOP_FILE")
update-mime-database $(dirname "$MIME_DIR")

for EXT in $EXT_LIST; do
    xdg-mime default ${DESKTOP_FILE##*/} "application/x-blender_auto_import_$EXT"
done

tee $PYTHON_SCRIPT > /dev/null <<EOF
import bpy

# format specific options... change as you like
args_fbx = dict(
    # global_scale=1.0,
    )

args_obj = dict(
    # use_image_search=False,
    )

args_3ds = dict(
    # constrain_size=0.0,
    )

def clear_scene():
    for scene in bpy.data.scenes:
        for obj in scene.objects[:]:
            scene.objects.unlink(obj)

def main():
    import os

    from sys import argv
    argv = argv[argv.index("--") + 1:]

    for f in argv:
        ext = os.path.splitext(f)[1].lower()

        if ext == ".fbx":
            bpy.ops.import_scene.fbx(filepath=f, **args_fbx)
        elif ext == ".obj":
            bpy.ops.import_scene.obj(filepath=f, **args_obj)
        elif ext == ".3ds":
            bpy.ops.import_scene.autodesk_3ds(filepath=f, **args_3ds)
        else:
            print("Extension %r is not known!" % ext)
    else:
        print("No files passed!")

if __name__ == "__main__":
    clear_scene()
    main()
EOF
echo "  written: '$PYTHON_SCRIPT'"

echo "Done!"


render animation with multiple views of the same scene I have a SpaceCraft doing a flyby of a planet and I have 3 3D-viewports in Blender of this scene, but when I render an animation (Ctrl+F12), blender only renders 1 view.  I can use a screen capture video recording software (like OBS) to capture all the views in 1 shot, which is easy, but is there an easy way to do this in blender without having to use an external screen capture video recording software?  Thank you.

You can use the Multi-View render layer functionality to render from multiple cameras simultaneously. This allows you to add multiple cameras to the scene and render each frame from each camera. Once you have the scene rendered to individual frames you can stitch them together using the compositor - see continuous sequence of frames with multiple cameras with each camera starting at start of animation for an example of rendering the individual frames and making them available to the compositor.

Once you have rendered the images (in my case I rendered a 'Main', 'Side' and 'Top' using Multi-View) you can stitch them together using the Compositor. Here are the nodes I used (a rather rudimentary method of combining and positioning multiple images; the compositor allows for all kinds of possibilities - far more than is appropriate to go into here) :

Each image is scaled and positioned and then combined with a background image (here I've used Lighten for convenience - the starting background should be black; other methods are available to mask out the background if required but that is outside the scope of this answer and depends on your specific requirements).

This produces the following result :

Blend file included  - just select scene 'Scene' and Render Animation to create the individual frames, then select 'Scene.001' and Render Animation to perform the compositing to generate the combined frames.


How to copy pose onto different legs of spider? Following the animators survival kit I animated a single spider leg and I want to avoid having to animate every single leg again. I know can paste an inverted pose with crtl shift v  onto a bones symmetric counter part, but is there a way I can copy the pose onto bone of same side.
From bone 1 to bone 2

In Pose mode select all the bones of the leg you've already animated. In the Dope Sheet enable the Only Show Selected option and copy the keyframes. Select all the bones of another leg, create one keyframe (I don't know why it's necessary though) and in the Dope Sheet paste the keyframes previously copied. As the 000 location of a bone depends on its location set in Edit mode and not on its location in the global space, the second bone won't jump to the first bone location, it will just copy the animation but stays at its current location.


very simple Z Normal axis rotation new to Blender, so please forgive if obvious.I have been looking for an answer on this....

Goal: Simple object (e.g. cube) , once rotated 45 degrees, can have rotation on its Z Normal animated.

I have tried using constraints, but not getting anywhere. I have tried parenting to an Empty. No luck.The object still wants to rotate on the Z of Global. Thank you for your help.

Let's see if I understand: you have a cube that is not aligned to the XYZ axes:

If you want to rotate it along its Local Z axis, then you only have to do R, then Z twice ("Rot: along local Z" appears in the status bar):

However if you want to animate the rotation of the object through keyframes, you first need to set its Rotation mode to "Quaternion":

That's the result with the default Rotation Mode ("Euler") and "Quaternion":


How can i create a seamless blend between two objects and give the illusion of rubber stretching? I'm trying to recreate this seamless, stretchy illusion between the character and environment as seen here:

but have no idea how to do it? I've tried extruding particular faces of the floor plain but when it comes to curving it, the "stretchy cord" just doesn't look right, can anyone help me?

(images by Jun Seo Hahm)

Add a plane with some subdivisions: hit W then S (in 2.79) a few times. Add a cube above it, adjust its scale then subdivide it a few times. Delete the faces at the legs in the cube and in the plane (one face/leg). Select the edges around the holes both on the cube and the floor, then bridge them with "Bridge edge loops" command. Then add a "Subdivision surface" modifier to the mesh. You can correct the legs with new edge loops by hitting ctrl+p.


Change multiple specific nodes in multiple materials (with python?) I got an animation with blinking lights, animated with an Emission Node and Transparent Node connected to a Mix Shader. The Mix Shader is animated, so the lights are going on and off by setting the Factor to 0 or 1.

More than 40 materials are already animated, but now I want to adjust the strength of the emission. I don't want to manually edit each material, adjusting the Emmission node's Strength. Is there a way to handle this in a batch?

If I knew earlier than I would work with Node Groups, but I didn't. I'm not good at python, but I think it's possible to create a sort of find and replace script in the context of selected materials.

Good news - that's relatively easy:

import bpy

sel = bpy.context.selected_objects

for obj in sel:
    try:
        for slots in obj.material_slots:
            for nodes in slots.material.node_tree.nodes:
                if nodes.type == 'EMISSION':
                    nodes.inputs[0].default_value = (1,0,0,1) # change RGBA if needd
                    nodes.inputs[1].default_value = 100 # change strength
                    #print(nodes.label) # for testing
    except:
        print('Something wrong with ' + obj.name) # Maybe an object not capable of having materials or empty slot

You can copy/paste this into a new text block int the Text Editor and hit Run Script with the objects that have the materials you want to modify selected.


How to scale to a specific point/distance I have a shape I need to scale but I need the back of it to be exactly at 1.5y. Is there any way to do this or will I be stuck working out the math? Thanks.

1.Select the edge that you want the model scaled from and hit Shift+S and select from menu Cursor to Selected.
2. Change Pivot Point to 3D Cursor and enable Proportional Editing.
3. Scale the edge and scroll the middle mouse button to increase or decrease the influence of proportional editing.

To to scale only on one axis hit X,Y or Z buttons while scaling, or to exclude one axis use Shift+X,Y or Z


Why is sculpting not smoothing? For some reason, in Blender I cannot smooth part of my mesh in Sculpt Mode-

I tried to smooth it by pressing Shift and smoothing, and tried smoothing it with the Smooth option in sculpting. But nothing seems to work... does anyone know how to help?

You need to retopologize your mesh in Blender, that is the only option, the smooth brush is unable to deal with this.

These artifacts are caused by triangle fans, usually left from dynamic topology, and are impossible to smooth perfectly, because the smooth brush in Blender is not actually a smooth brush but averaging brush. If you can import this into Zbrush, there you will be able to comfortably smooth this without retopology with the alternative smoothing mode, but not in Blender.

For retopology you can use the Remesh modifier on a copy mesh, that you Shrinkwrap to the original, subdivide evenly, smooth and you continue sculpting.


how to speed up viewport FPS to play in realtime? im currently animating a pov shot in my scene. Due to the nature of this animation, being able to replay the viewport back in realtime is very important as i must see the timing and motion of objects.

i have my render settings to be at 60fps. at the moment the viewport display is only able to play it at 40fps and steadily decreasing for whatever reason. i only have two 3d viewports open, dope sheet and graph editor. this is the absolute minimum for what i need so i cannot change my viewport from what it is now.

How can i speed up the viewport fps?
It was running 60fps at the beginning but has decreased to 40fps oiver time. nothing has been added or removed from the scene so i cannot understand why every time i come back to work on my file it becomes slower.

thank you

This question have been asked already but it's a bit old so I will sum up the things with Blender 2.8 in mind:

In User Preferences > Viewport tab

Disable anti-aliasings and multisamplings (you can keep the smooth wires in edit-mode though, if you don't try to playback in edit-mode).

In your viewport

Disable anything you don't need on playback. May it be objects that are not critical, collections, shadings, ... And disable the overlays (or at least the outline selected which is the heaviest by far).

Modifiers

If there are some you don't need, hide them.
Use the Simplify Panel in your render settings to lower your subdivisions, particles display and textures loads.

Physics

Unless they are critical to your animation preview, don't even load them in your scene (this if where having scene parts in different .blend files to link in a final .blend file is powerful). I think in 2.8 if you uncheck a collection, under the hood it's like not having it in the file, so maybe use that.
If you do need some form of physics, first make sure to use low quality preview settings if possible, and bake everything on your disk so it doesn't have to update all the time.

Animation editors

May it be the dope sheet, graph, timeline, ... They all eat a lot of resources when animating anything more complicated than a bouncing ball. So make sure to hide anything you can.
Use the filters to hide what's not selected or hidden, and what things you don't need to see there ever:


Shadow catcher. Why am i getting different shadow density Top image is a shadow catcher turned on with transparent film laying on the #404040 background (default in cycles render). I made this inside a photoshop.
While the bottom image is the shadow catcher turned on without transparent film.

As you can see the shadows are denser on the top image (transparent). Why is that, and is it possible to fix?

This may be a color management issue. For physically correct results, compositing should be done in a linear color space, like Cycles and the Blender compositor. If you save the image as e.g. a PNG file and then do compositing in Photoshop the result is likely to be wrong.

For external applications you can save images as linear OpenEXR, and/or try to tweak Photoshop settings to work in linear color space.


Rendering Tilt Brush FBX? I've been messing around with Tilt Brush recently and want to make a short revolve animation around some of my sketches.

So I've imported a sketch as a .fbx file in Blender but can't seem to get my head around getting the brush materials/textures to show in the render. I see in the cycles nodes that materials have come across but everything is white. Is it a case of manually rejigging the materials, or am I missing something?

Any help appreciated, thank you!

I have been facing the same issues and so far I have figured out the following.

Change the default vertex color name from 'color' to something else (I used 'col1'). “color” named vertex color layers are not working for some reason.
Create an Attribute node in the node graph
Use the vertex color name that you used in step 1
Connect the Attribute.color to BSDF.Base Color

For the textures, the following setup seems to be working

Select the tilt brush stroke mesh
Set the material blend mode to Alpha Clip
Add an Attribute node and choose the vertex color channel
We will use the Texture node's alpha
Use the alpha as a multiplier with a custom value
Create an emission node

I am still working on making the texture workflow better, hope this helps.

UPDATE

Using a Transparent BSDF and a mix shader better results can be obtained. Following is an example using Cycles. With Cycles there are no Blend mode options (as specified in the original answer. Blend modes are EEVEE specific)


What's the best way to make a long, hollow cylinder composed of filigree? I'd like to make a pen composed of wavy filigree, similar to overlapping vines with hollow spaces between the "vines." The overlapping of vines holds the cylindrical shape. How would we go about making that?

I am new to Blender and don't know what Tags to add to this question.

Here is an example of filigree used on a ring:

Its not pretty but ...

Here I used the Bezier curves to make a basic design, you might be better off using a vector package like Inkscape and then importing your design.
Note that it is Cyclic, 2D, Extruded and Beveled.

I then converted the Curve into a Mesh (not sure that step is strictly necessary) and then added an Array modifier.

Created a Bezier Circle and rotated it by 90 degrees on the X and scaled it by 4.

Then added a Curve modifier after the array and set it to the new Circle.

This all took minutes and is bit rough, but I hope it gives you some ideas.


How can I translate a texture using the mapping node? In the past, I've used a Mapping node to translate textures, but in this example it doesn't seem to work. I imagine it has something to do with that Scale input of that second Noise node(?).

How should I proceed recreating this kind of texture, but with a way that it could be translated using the Mapping node?

so I toyed around a bit, I'd say this doesn't look quite as good, but it will scroll, I can explain a bit more if you want but I think it's easier to understand if you look yourself at it. I exposed some options, size controls the scale of the edge mask noise, and mapping is where you connect the mapping node to scroll, but if you want finer control go inside the group and tweak the ramps.
Sorry for jumping to conclusions earlier, I should have taken more time to test.

old post (this is wrong):

This is because this first noise texture node is only controlling the scale of your second noise, which is the one that is actually controlling the look of the texture the most.

The mapping node should be connected to the noise node right before the ramp node.


How to change the current action on dope sheet editor with script? I am trying to load multiple animations, I use dope sheet editor to manage the animations. I have a couple of matrices, what I want to use bone by bone, then insert keyframe one by one. My problem is that I found no way to select the actual animation I would like to set the keyframe.

I am pretty tired of googling since I found only outdated 2.5x stuff.

So my question is: how to change current action on dope sheet with script?

For me this just worked fine:

#reguirement: you got action called "Idle"
csontvaz_objektumkent = bpy.data.objects[0] #this is actually the armature, but I use index
                                            #because I am lazy
bpy.context.scene.objects.active = csontvaz_objektumkent
csontvaz_objektumkent.animation_data_create()
csontvaz_objektumkent.animation_data.action = bpy.data.actions["Idle"]

I am sorry if it looks bad: I am pretty new to BPY.


How to make an object emit light in Cycles? How do I achieve this effect in Cycles?

To make an object emit light you use an emission shader.  Go to the materials tab on the properties editor, then add a new material and change the shader from the default diffuse to emission.


python : bpy.context.object vs bpy.context.active_object Found this one , it is 5 years old and i'm not happy with the answer :
are bpy.context.object and bpy.context.active_object STILL the same?
i'm curious if there is any new explanation about it ?
Thanks.

Some side cases.
There are some side cases.  If we add
print(context.object, context.active_object)

Edited draw method
    def draw(self, context):
        print(context.object, context.active_object)
        layout = self.layout

        obj = context.object

        row = layout.row()
        row.label(text="Hello world!", icon='WORLD_DATA')

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")

        row = layout.row()
        row.operator("mesh.primitive_cube_add")

to the draw method of the Text Editor > Templates > Python > UI Panel Simple run the script, mouse over the panel and add or select sphere, it will spurt
<bpy_struct, Object("Sphere") at 0x7f05669b3c08> <bpy_struct, Object("Sphere") at 0x7f05669b3c08>

into the system console.
If we pin the sphere to the properties area, and add or select the Cone

will become
<bpy_struct, Object("Sphere") at 0x7f05669b3c08> <bpy_struct, Object("Cone") at 0x7f05669b6008>

ie in the context of the properties space, pinned to the sphere, that is the context object.  The Cone is the context active object.
Also applies to an operator invoked from the pinned panel.


double sided polygons in BGE Is there a way to render both sides of a polygon in the game engine? Because as far as I know polygons have "normals" which means that the side with the normal is what will be shaded on the polygon, and games usually have two sides
Grass for example will be visible from both sides of the polygon that it is mapped to. Is Blender capable of something like that?

There is a check box in the material settings tab of the properties window, called "Backface Culling".  Simply uncheck that box and your object will render both sides of the faces in the game engine.


When an object is added, why does it fall through the grid? I thought the grid is the surface of where everything takes place and stands on.

The grid is not a floor or ground. It is not even an object. It is just a guide so that users can see the units used in the scene and to have a visual representation of the horizontal coordinates.

All objects have what is called an origin (a pivot point or a "center", usually represented by an orange dot) The origin of the the created object is then placed where the 3D cursor is on the scene. By default the cursor is at coordinate 0, 0, 0.

In other words, by default the object's center is placed at the center of the 3D space.

To have your objects appear in a different place, just move the 3D cursor.


Why is my PNG texture messed up after I import it? I made a leaf texture in photoshop and exported it as png and I hope to use it in a tree model I'm making in blender. However after I import it using the add-on "Import Images as Planes", this is the result. Does anyone know why this is happening?

Found out the reason was because when selecting the image there is an import options box on the bottom-left corner of the window which contains an option labeled "Use Alpha" which must be checked in order for the image to be imported properly.


Blender 2.9 scripting, how to get the name of the driven property I'm trying to get the name of the property that's been affected by a driver for a certain object, what I did so far:
for d in bpy.context.object.animation_data.drivers:
    print(d.driver.id_data.name)

However, that's returning the name of the object, not the driven property. My question is, let's say there's a drive controlling the Z Scale, how do I get that information "Z Scale" or a similar equivalent, in scripting?

Use f_curve.data_pathand f_curve.array_index to get the property index in case of vectorized properties (like location, scale, etc.)
import bpy

if bpy.context.active_object and bpy.context.active_object.animation_data:
    for d in bpy.context.active_object.animation_data.drivers:
        print(bpy.context.active_object)
        print(f"Driven property : {d.data_path}")
        print(f"Property index : {d.array_index}")

Example :


Bugs with Animation of tank. Blender 2.83 stl Well, I'm trying to do a tank like in this tutorial :https://youtu.be/q5fjslhomsI
1.There are often bugs with metric system. It just doesn't work properly that good!

C'mon I have to make stiffness and damping more then 10000 to make them work nice...
2.There is a bug with Timeline.
I use McGavish's .blend file to make every thing right. But tank's body always goes back in it's first position when i press "pause".

3.Also Emptyies don't go with body cause of lags or bugs. There are 2 examples:

4.When I use Metric system, I need to increase "Steps per second" to 1000 and "Solver iterations" to 400. Or tracks will run away or go through the wheel...
I am very tired and have been trying to make animation for 7 days. Each day like 12 hours. )-;

So after 8th day of researching .. i found really interesting Bug...
It was made in Blender 2.9.1
https://youtu.be/vxjTQ7TOz1E Bug with constraints and parent objects


How to create list bullets in an operator's class description? (see example) I noticed this description for the measure tool. How do you create list bullets in an operator's class description?

Tool description
The bulleted list is a description of the measureit ruler tool, the source of which can be found in startup/bl_ui/space_toolsystem_toolbar.py
@ToolDef.from_fn
def ruler():
    def description(_context, _item, km):
        if km is not None:
            kmi_add = km.keymap_items.find_from_operator("view3d.ruler_add")
            kmi_remove = km.keymap_items.find_from_operator("view3d.ruler_remove")
        else:
            kmi_add = None
            kmi_remove = None
        return tip_(
            "Measure distance and angles.\n"
            "\u2022 %s anywhere for new measurement.\n"
            "\u2022 Drag ruler segment to measure an angle.\n"
            "\u2022 %s to remove the active ruler.\n"
            "\u2022 Ctrl while dragging to snap.\n"
            "\u2022 Shift while dragging to measure surface thickness"
        ) % (
            kmi_to_string_or_none(kmi_add),
            kmi_to_string_or_none(kmi_remove),
        )
    return dict(
        idname="builtin.measure",
        label="Measure",
        description=description,
        icon="ops.view3d.ruler",
        widget="VIEW3D_GGT_ruler",
        keymap="3D View Tool: Measure",
    )

The bullet is character \u2022.  The associated shortcuts are gleaned from the respective keymaps.
Operator description classmethod.
Find link

Operators can now have multi line tooltips. Here I've put the above description into the simple operator template
class SimpleOperator(bpy.types.Operator):
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def description(cls, context, event):
        return (
                "Measure distance and angles.\n"
                "\u2022 %s anywhere for new measurement.\n"
                "\u2022 Drag ruler segment to measure an angle.\n"
                "\u2022 %s to remove the active ruler.\n"
                "\u2022 Ctrl while dragging to snap.\n"
                "\u2022 Shift while dragging to measure surface thickness"
                ) % ("Foo", "Bar")

    @classmethod
    def poll(cls, context):
        return context.active_object is not None


Vertex count increases drastically when exporting to .FBX I am trying to export FBX file from Blender so I could use it in my OpenGL app, but when I export it, the vertex count increases from ~6k to ~25k.

I wouldn't really mind it, but I additionally have a text file with segmentation where vertex groups are assigned to body parts,
e.g. "right_hand: 0, 1, 2, ... , 193; left_hand: 194, 195, ... , 435; ..."

So, when I load the model(with Assimp btw) in my app and try to render segmentation, almost all the vertices are wrong.

Do you guys have any thoughts about it?

Oh and one last thing, when I import the model back to Blender, the vertex count becomes ~6k again and everything works fine(textures,normals, e.t.c) just like before.

I would generally blame the fact that many programs hate quads (not without reason; graphics cards usually only use tris, so it splits them into tris, regardless). However, that shouldn't change your vertex count so drastically since it's only changing face count, and should retain the same number of vertices. It seems likely, then, that you have some sort of modifier in place, subsurf is the usual suspect, that hasn't been applied. Try applying all your modifiers before exporting, and see if this solves your issue.


How to change a specific colour in an image I have an image with 3 colours I wan to take them out and change lets say blue to a different color

I have image 3 colours Red, Green, and Blue.

I want to turn Blue into a different colour.

Current setup.

When separating colors, it is separating the primary colors.
This means red's hex will be: FF0000
Blue's hex will be: 0000FF
Green's hex will be: 00FF00

This means if you have a hex of 00FBFF and separate the colors, and only keep green, the 00FBFF will become green, because it's still got the G in it.

So when trying to change the color blue, you can't change the color blue and then combine it back with the other colors because it won't be blue. It won't function properly because you connected a different color with blue.

When separating RGBA, instead of changing Blue into BW, and then using color balance, create another Combine RGBA node and plug the Blue from the Separate RGBA into the B input (To create a proper input for B). Next, create a Hue/Saturation node, and plug the new Combine RGBA into the Hue/Saturation node. Finally, add a Mix RGB node and plug both Combine RGBA nodes into each input. Change the Mix RGB node into an Add RGB node, and plug the Add RGB node into the Viewer and/or Composite.

Now if you change the hue in the Hue/Saturation node, the blue color alone should change.

This is because we separated blue from the rest of the image, and then changed it, and replaced the color blue with something else. It works because it is separate until after the combine RBGA node.

Before

After (I change blue to the color yellow because why not
)

I hope I explained this well, and I hope I helped.


Trouble with getting global vertex positions I am working on a siding generator script and I have most of it done, but I am having some trouble with one of the features. You can use a plane as a template object, and the script gets its position and rotation and tries to figure out the smallest "x" and "z" values. That way it can place the siding object at that position. It has to use the smallest numbers because the siding builds to the right and up. Here is the .blend file, and here is the addon.

Steps to problem:
Install Addon > Select Plane > Add Siding > Click "From Object", note how position is correct. Delete Siding > Rotate Plane 90 degree on z > Add Siding, note how it is not at 0.0 on z

EDIT: the lines in question begin around line 1564

A while back I created a script to create a bounding box around a selection of objects. To get the min and max values I used the following code -

minx, miny, minz = (999999.0,)*3
maxx, maxy, maxz = (-999999.0,)*3
for obj in context.selected_objects:
    for v in obj.bound_box:
        v_world = obj.matrix_world * mathutils.Vector((v[0],v[1],v[2]))

        if v_world[0] < minx:
            minx = v_world[0]
        if v_world[0] > maxx:
            maxx = v_world[0]

        if v_world[1] < miny:
            miny = v_world[1]
        if v_world[1] > maxy:
            maxy = v_world[1]

        if v_world[2] < minz:
            minz = v_world[2]
        if v_world[2] > maxz:
            maxz = v_world[2]


create mesh then add vertices to it in python I would like to create a mesh, then interactively add vertices (afterwards, possibly through a loop) to it through python.

Is that possible?

I can't find enough info from other answers to really get this going - either I find out how to create a mesh, or how to add a vertex, but can't seem to put them together in to a script.

This is how to create a new object and add the vertices in the verts list:

import bpy
import bmesh

verts = [(1, 1, 1), (0, 0, 0)]  # 2 verts made with XYZ coords
mesh = bpy.data.meshes.new("mesh")  # add a new mesh
obj = bpy.data.objects.new("MyObject", mesh)  # add a new object using the mesh

scene = bpy.context.scene
scene.objects.link(obj)  # put the object into the scene (link)
scene.objects.active = obj  # set as the active object in the scene
obj.select = True  # select object

mesh = bpy.context.object.data
bm = bmesh.new()

for v in verts:
    bm.verts.new(v)  # add a new vert

# make the bmesh the object's mesh
bm.to_mesh(mesh)
bm.free()  # always do this when finished

This is how to alter an existing mesh:

import bpy
import bmesh

verts = [(1, 1, 1), (0, 0, 0)]  # 2 verts made with XYZ coords
mesh = bpy.context.object.data
bm = bmesh.new()

# convert the current mesh to a bmesh (must be in edit mode)
bpy.ops.object.mode_set(mode='EDIT')
bm.from_mesh(mesh)
bpy.ops.object.mode_set(mode='OBJECT')  # return to object mode

for v in verts:
    bm.verts.new(v)  # add a new vert

# make the bmesh the object's mesh
bm.to_mesh(mesh)
bm.free()  # always do this when finished


Bones are deforming the mesh at different rates. Is there a way to fix this? When trying to control the eyelid and eyelashes mesh (both are part of the same mesh although the eyelashes are not attached to the rest of the head). Moving the gaze bone up causes the eyelids to move at the appropriate speed, but the eyelashes move at a different speed and don't stay where they need to be.

Eyelid deform bones are circled in red. These bones are restricted to X rotation only.

After changing the gaze bone to make the character look up, eye lashes detach.

I have tried weight painting the eyelashes but it doesn't make a difference unless the weight is set to zero and then the eyelashes don't move at all.

Is there a way to fix this?

Link to the .blend file:
https://www.dropbox.com/s/4bcrigg4d4nrbwv/Blenderman%20-%20Working%20On%20Eye%20Control.blend?dl=0

This is because the eyelashes are not included in the head bone's vertex group :

Select the armature and switch to pose mode
Select the head mesh and switch to weight painting mode
Select the head bone and you'll see that :

You just have to paint the whole head mesh vertices for the head bone's vertex group with the same weight color, including the eyelashes, and you'll be saved !


How to change default option for UV selection? How might i change this 'Select Linked Pick' option to not, by default, have the 'Extend' option turned on? In 2.79 it didn't operate like this and so that is my workflow, so this keeps throwing a stutter into my unwrapping. These more obvious options in 2.8 are great, but I'm just wondering how to edit their default settings.

Just untick option in Preferences... (I searched by key, which is 'L', and scrolled down to UV Editor).


How can I turn off light in compositing nodes? I want to animate this neon light to be complete turned off but it still shows some light after I put zero on everything, what can I do?

I basiclly explain everything in this picture.

Thanks. And sorry for my English.

When I followed the tutorial, I needed to deselect Ambient Occlusion in the World tab in order to make everything black.

Also, in the compositing nodes, I forgot to connect the image to the second mix node, and that caused my lower text to always appear.


Objects are not affected by lights in cycles I've imported obj file to blender and tried to add textures, but it failed with cycles.

In internal renderer everything seems ok, normal map works, specular map too. Diffuse has good visibility. But in cycles everything is very dark, normal map won't work along with specularity. And what is more - lights don't affect the object at all! Only world beckground affects the object.

With default cube everything is alright, so there is some problem in that object, but i don't know how to find it. I've already done converting tris to quads, removing doubles and clearing custom split normals, but it does not helped tho.

Here are screens of cycles and blender internal of the same object (there is no texture in cycles, to show that lights have no effect, while hemi is set to 100. with texture it would be boring almost black object). Notice normal map effect in internal render, while there is none in cycles, but nodes are set for it.

blend file: http://www.pasteall.org/blend/43121

I've made it a little bit different then @lemon.

Light changed to Sun > Emission 70.
Normal connected to Glossy material.