Cycles normal shader with colors similar to baked normals I'm trying to render my object's normals with colors that are similar to those you get when baking normals (or the matcap normals material), i.e. the color distribution that characterizes normal maps.

Example for what I'm looking for:

I tried using the normal pass in cycles or BI, and tried using the geometry --> normal input node in cycles or BI, but the closest I could get is this:

I also tried to play with the colors via a Hue/saturation node, but couldn't really reconstruct what I'm looking for.

Would appreciate ideas for reproducing this kind of a shader.

Here is node setup to generate normal map shader in cycles without using matcap:

I tested it in Substance designer and it seems to work great.


Images as Planes in Eevee having weird transparency I have a weird problem with my viewport. As the images show, there are some very basic objects. But some textured objects are shown through other objects, although they should be hidden. It's obvious with the gravel – the object with grass texture should conceal a part of the object with gravel texture. On the other hand, the gravel goes some way under the plain white object, and is hidden by it, as expected.

I'm anything but a noob with Blender, but switched recently to 2.82. This problem happens with different objects and different materials, even with Cycles or Eevee. Could this be a graphical glitch? My PC isn't anything but bleeding edge, more kind of usable ol' buddy. Never had this behavior with 2.79b.

Thanks in advance.

You need to set the material blend mode to Opaque.
When using Images as planes addon, it's set to Alpha Blend by default.

(Alpha Blend is needed for images with transparency - but in this situation only causes problems.)


How do I stop faces extruding individually? I'm making a model and all my faces are extruding independently, which is very useful and all, but what did I do to enable this and how do I deactivate it?

You have likely right clicked on the tool and accidentally selected Extrude Individually. Right click on the tool and select Extrude Region to get the desired behavior.


Mesh shading is split in half Im not sure how to put this, but the faces are flipped on one part om my mesh.
Is there any other way of correcting them without doing it manually?
Recalculate doesnt work.

In edit mode, select every face below the collar that you want to flip and press W > Flip Normals.


Why does this Cube look like a Rhombicuboctahedron trapped inside a cube? I am very new to blender, just been working on making a donut from the blender guru and messing around a bit on my own so far. This has happened to me a few times now where my cubes and planes will like- i dunno, subdivide(?) themselves inside their shape.
This is in Edit mode, object mode it just looks like the Rhombicuboctahedron (had to look that one up lol) on its own.

I tried to look up a solution on my own before posting here since I'm sure this a small thing I just don't know about yet, but couldn't seem to figure out the right search terms, so I apologize if this has been addressed already or anything but I just couldn't seem to get the answer on my own

If I haven't provided enough details please ask me for more, but be very specific as I likely won't have the foggiest what you mean if you just ask for a setting by name
♥

Looks like you have a subdivision surface modifier on your cube! This will subdivide the mesh as you model it. You can remove it in the modifiers tab.


Is it possible to convert displacement node to "baked" geometry (OBJ, FBX, etc)? I'm wondering if the displacement achieved using a displacement node in cycles can be "baked" into a mesh with traditional geometry. Is that possible?

Nope, not that I know of if you are referring to the adaptive subdivision with the experimental option enable that displacement only happens at render time.


Creating a curved cutter to cut into a sphere - Making a Jack-o-lantern I want to create a jack-o-lantern with a mouth that stretches almost 90 degrees around the jack-o-lantern. My previous strategy was to create a SVG image, make it solid, and subtract it from the pumpkin.

What I'd like to do is curve the cutter so It wraps partway around the pumpkin. I don't know how to do that. I'd appreciate suggestions.

Okay, I found the answer here: What's the most elegant way to cut shapes out of a mesh. I created a bezier curve that covered the curve where I wanted to put the face cut, then I applied a curve modifier to the jack-o-lantern face mesh and moved it into position. Next I applied the boolean operator on the pumpkin using the face and the difference setting. That neatly cut the face out of the pumpkin, giving me the Jack-o-lantern I wanted. Well, almost. I messed up a couple of things (make sure your face is deep enough to cut far enough into the pumpkin) and have to go back and fix them, but the general purpose works.

I hope someone finds this helpful.


How would I make a cloudy backdrop in cycles? I'm attempting to recreate a scene with a cloudy backdrop from blender render to cycles.

I have a metaball which I've applied the cloud tool on to make good looking clouds and have set a plane with transparency and a cloud texture, on top of that the world color is a color which compliments the other colors in the scene.

I am unsure as to how I would go about converting this to cycles.

Depending on what you want, your best option may be to just make a procedural sky.  Here is a great tutorial for that: https://www.youtube.com/watch?v=Tr6wTyfAO04  Making the clouds procedural will save you a ton on render times.  Although, if you are trying to fly through the clouds, they would need to be more volumetric and realistic.  Here is a great tutorial by BlenderGuru just for that: https://www.youtube.com/watch?v=TJ_OcBh7F5I

To make a simple cloud all you really need to do is connect a Volume Scatter node to your materials volume input.

You can raise the density for a more stormy look.


How to save a texture from texture atlas i'm new on Blender and i'm trying to learn much things everyday through tutorials.
Now i'm trying to make a Spyro fan game with Unity using Blender to create textured models but i'm having some problems.
To make a Spyro fan game i have to use the Texture Atlas method (used to make textures ps1 style)

I followed this tutorial:
https://www.youtube.com/watch?v=Z1MouKWH6IM&t=23s

Now i'm stuck here

I really don't know how to export the texture and use it then on Unity
On the right you can see that tried to mess with the Texture tab not having success

Since the image is being displayed in the UV/Image Editor you can go to the menu in the bottom left of that window and choose Image > Save As Image.

This is standard functionality of the UV/Image Editor, whether you're using the Texture Atlas add-on or not.


Modify transparency of a text object along the timeline using Python scripting I'm a complete beginner in Blender and Python Scripting so I apologize in advance for the fuzzy requests. I have a class that contains a name, a position (x,y) and a time t, and I would like to be able to show a text displaying this name at a particular (x,y,0) position at time frame t. I would like this text to appear and disappear progressively, so I thought about creating a text object along the whole timeline, set its transparency to zero except during some time interval around t where it would be a triangle function with maximum 1 at t.

After a bit of reading, I understood that usually a handler function is to be defined and then has to be registered in the, say, handlers.render_pre list. But I don't know how to use this procedure to my case since it seems to depend on a time frame parameter t for each different text to show.

My problem probably seems unclear so I attach what I've already written and I'd be happy to give more precisions about what I intend to do.

class pseudo:
def __init__(self, name, vec_position, vec_color):
    self.name = name
    self.vec_position = vec_position
    self.vec_color = vec_color

pl = [pseudo("sardine", [0.3, 0.4], [1.0, 0.0, 0.0]),
      pseudo("tartine", [-0.2, -0.4], [0.0, 0.0, 1.0])]

def print_pseudo(p):
    name = p.name
    x = p.vec_position[0]
    y = p.vec_position[1]
    r = p.vec_color[0]
    g = p.vec_color[1]
    b = p.vec_color[2]
    myFontCurve = bpy.data.curves.new(type = "FONT", name = name + "Curve")
    myFontOb = bpy.data.objects.new(name, myFontCurve)
    myFontOb.data.body = name
    myFontOb.location = (5 * x, 5 * y, 1)
    new_mat = bpy.data.materials.new("NAME")
    new_mat.diffuse_color = (r, g, b)
    myFontOb.data.materials.append(new_mat)
    myFontOb.active_material.use_transparency = True
    myFontOb.active_material.transparency_method = "Z_TRANSPARENCY"
    myFontOb.active_material.alpha = 1.0
    myFontOb.active_material.specular_alpha = 0.0
    bpy.context.scene.objects.link(myFontOb)
    bpy.context.scene.update()

for p in pl:
    print_pseudo(p)

Thanks a lot.

You need to use a material mat applied to each text object, and set its use_transparency property to true :

mat.use_transparency = True
mat.transparency_method = 'Z_TRANSPARENCY'

Then, around the particular t you want the text to have full opacity, you need to set the aplha property of the material, and insert a keyframe corresponding to the alpha

for i in range(anim_length):
    alpha = (t - i) / anim_length + 1 - t / anim_length
    scene.frame_set(t - i)
    mat.alpha = alpha
    mat.keyframe_insert(data_path='alpha')
    scene.frame_set(t + i)
    mat.alpha = alpha
    mat.keyframe_insert(data_path='alpha')

Hope that helps.


What is the Blender equivalent of snapping a vacuum cleaner's attachment onto the main hose? You have the main mesh with a hole of a specific shape. All of the hole's vertices lie on the same plane.

You have a separate mesh (smaller) where one of its protrusions has an open hole, also of the same shape and size as the main mesh's hole, but is NOT co-planar with the main mesh's hole, and its plane isn't even parallel with the main mesh's hole's plane.

I can select both identical loops on both meshes that I wish to merge somehow, but I want the main mesh to stay put, but the smaller mesh to actually move intact into position. Bridging doesn't work because that adds geometry. Merge first/last/center/cursor won't work because those would alter either or both meshes. Merging would move only selected edges, which is not what I want.

The selected loops are identical, just oriented differently. I want to snap-merge the smaller onto the larger mesh. The larger mesh should stay put, but the smaller mesh should move intact.

You can do this with my addon, Mesh Align Plus. GIF below.

Select 3 verts on your fixed destination (the vacuum cleaner), hit 'Grab Destination'
Select the corresponding verts on your hose (the thing you want to move) and manually grab (uncheck auto-grab and hit 'Grab Source')
Select the verts you want to move, and hit apply to: "Mesh Piece" (make sure 'Enable Experimental' is checked, this warns you about non-uniform scaling...apply it if you have non-uniform scaling on your object).

The selection order is very important (it is used to orient the mesh during the transformation), so make sure the corresponding verts are selected in the same order. Your targets don't need to both be within the same mesh, also (object->object, mesh->object etc. are also possible, but slightly different)

It would probably be best to describe this as a 'mate' operation, or plane/face alignment...


Grease Pencil Vertex Problem I've recently gotten into Grease Pencil animation on Blender v2.79 but whenever I try to select the whole grease pencil frame to position the drawing elsewhere, the drawing only selects a single vertex to pull out when I want to move the whole object.

Like so....

Is there anything that I am doing wrong here? I would greatly appreciate any help, I have looked on youtube vids and they never seem to have this problem. Thanks!

Gemma

You've probably already solved this by now, but it looks like you're in "Edit" mode.  Try selecting the drawing in "Object" mode (by hitting ↹ Tab), then try moving it.


How to avoid vertex sorting after using Offset Polygons in Animation Nodes? AN v2.1 for Blender 2.79b

When I link Polygons Offset node to transform input mesh, it overrides original vertex sorting (Wire view mesh with orange outline is original array, small planes - result of AN transform):

How can I avoid that?

The Offset Polygons node doesn't just transform the vertices/polygons of the mesh, it also splits polygons if they are connected. So it is impossible to retain the order of vertices in most of the cases, and in cases where it is possible, it is not worth it to consider it as a special case.

So if you want to retain the order of vertices, manually loop over the polygon indices, transform the vertices and write them to their respective locations in the vertices list. Let me know if you want more details on how to do that.


No texture displayed in 3D view I have followed many tutorials about UV map for textures to a mesh, but still can't see the texture in UV/Image Editor. I use Blender 2.70, This problem is present in Blender Render and also in Cycles Render logically with different procedures.

That could happen if you are viewing the render result. Look at the bottom of the UV/Image Editor and see if it says “Render Result”.  If that is the problem, just click the X to the right of the image selection box or select another image and you should be able to see the unwrapped pelt.


How do I change the mouse sensitivity for orbiting? When I rotate the viewport with Mouse3, the view rotates about twice as fast as I'm used to, and I would like to reduce this. I tried the "mouse sensitivity" setting and "NDOF orbit sensitivity" but neither had any effect.

It may be because my Windows display DPI setting is causing the pixel delta on my mouse to be doubled. Whatever the case, I'm really surprised there is not a slider for this, at least as far as I can find.

This has finally been resolved in the latest builds of 2.81 (tested with 2.81-0812949bbc3d-windows64). There is now an option in Preferences > Navigation > Orbit&Pan > Orbit Sensitivity to adjust viewport orbit speed. It appears that the default speed has been reduced as well (checked against 2.8)


Edit Mode Dimensions If i have the default cube and then go into edit mode and add another cube, I cannot find where to set absolute dimensions of the second cube. I can scale it, but is there a place to find where you can set absolute dimensions? The original cube and the second cube are treated as one if you go back into object mode.

Keep in mind that when you add a primitive (such as a cube), you can only adjust its defining dimensions immediately after creating it.

Once you add the second cube you can find the controls to adjust its dimensions at the bottom of the left hand toolbar (accessed by pressing T), or by pressing F6.  As soon as you perform another action Blender "forgets" that the added mesh was a cube and doesn't consider its geometry any different than the rest of the mesh so from then on you can only adjust it's size by manipulating the geometry directly.


Increase number of Loop Cuts - Apple Magic Mouse how can I increase the number of Loop Cuts with my Apple Magic Mouse. Normally it is with the scroll wheel, but that does not work with the Magic Mouse.
And I know that I can change the number of cuts afterwards, but sometimes the cuts then are unproportional. Even if I set the cut right in the middle by clicking the left mouse button.

You can use the keyboard (both the top row and the numpad work) to type the number of cuts.

The current number of cuts is displayed in the Header, where you can also see the result of modal numinput expressions (modal numinput will be added in 2.7, and is already in development versions):


Problems with Transparency when rendering with Volumetric shaders When I render it in viewport then it looks normal:

For the fire, I just youse a normal Principled Volum shader that is plugged into Volume of the material Output. I render with two layers one for the fire and one for the ground. In the fire layer, the ground collection are contributing with Indirect Only and for the ground layer it is the same but here the fire collection is contributing with Indirect Only
My problem now is when I render end export each layer on their own then the fire looks weird:

And when I want to combine them later in gimp everything is messed up:

but in the blender Compositor with the alpha over node only thos parts of the fire without a background are messed up:

In Blender in only turned the transparent mode on and turend the Sample count to 256 for the renders.

As stated in one of the comments is this a problem of blenders internal way of handling unoccluding emissions. See the comment from @susu for details.


Inaccurate hole in object I am trying to make an object that has a hole. I used the boolean modifier with a cylinder selected. But the circle around the object does not look right.

I have the smooth shader turned on and a subdivision of 2 views.

Am I doing something wrong?

Can someone show me what I'm doing wrong or a better way of doing it?

Thank you in advance.

This is what it looks like with no subdivisions.

But now I cant add a smooth shader or a sub divider to it. Is that just what will have to look like?

This is what I was able to get with no smooth shader.

Once I do smooth Shader.

Topology overview:

You will probably want to go with similar topology for Smooth Shading and Subdivision Surface modifer.

It's created from simple Circle.

Extruded and Scaled outwards.
Extruded bottom edge.

Tip: To streighten Edge Loop on the Z axis - press S > Z > 0
Whole shape extruded.
Bottom part extruded.

After this you will need to add Proximity Loop to have nice Bevel with Bevel Modifier.

You can control edge sharpness with Bevel Width and number of Segments.

Blend file:


Can't change the size of particles in particle physics settings I was trying to increase size of particles in a particle system by adjusting the size property in physics settings as seen in the tutorial I was watching.But that setting is not available to me.Could any one tell where I went wrong ? and how to solve it ? Thanks in advance ( Blender v2.79 )

Size is only for particle physic.

The tip value should in most cases be at zero and can cause a weird look if it is to high.


Sculpt tool not working Ok so I have pillaged google and forums all over and still I am at a loss. I have this blender file and any attempts to use the sculpt tool and it does not effect the object.
I have gone in checked for any subsurface modifiers, I have checked to make sure that I go from object mode - to edit mode - and finally to sculpt mode. I have checked all through the settings for any other applied modifiers. Along with checking to make sure it was not with the user preferences in blender as well.
Here is a link to the file BLENDER FILE DOWNLOAD . You will be able to see that the sculpt tool is not working.
Any suggestions or information on what the problem could be would be most appreciated.
Thanks in adavance!

I finally figured my no-sculpt problem, it was I was on a shape key with a value of 0. So check under Editor Type>Properties>Data>Shape Keys and make sure you're on "Basis" key, there are no keys, or a key with max value if relative is checked. I don't know about the specific problem but for the general one I thought I should add this solution.


How can I melt an object and displace it horizontally? I would like to melt an object that is inside an other object and displace it horizontally. It should simulate liquid wax being ejected from a solid wax cube so it cannot be completely liquid and should solidify when the ejection is completed.

I was using inflow simulation but it is too liquid and it falls apart. I need it to stay horizontal.

I attach a figure, I am not sure it can help.

Thank you.

As a test to find the correct wax melting settings, setup the following.

Open blender and keep the default cube, will be the fluid domain
Place another cube inside it
Resize it to about half of the first cube and press CTRL+A for Apply and select Scale
Enter into Edit mode and subdivide the small cube about 50 times or more.
Go to Physics and select Fluid and the Type to Fluid
Select the bigger cube now and at the Physics tab select Fluid and the Type to be Domain
Scroll down to the Fluid World and set it up the way you see it in the image below, Time End and Speed settings also have an effect

Click on the bake, Once it finished you can play the animation and
see the result. Do not forget to hide from Viewport and Rendering the cube that      you setup to be the wax. Clicking the eye and the camera next to the wax object, see image top Cube.WaxCube object.

Experiment with those settings to find the effect you are looking for, and after every change bake it to get the new settings to take effect. If you reduce the Compressibility further, would not go below 0.001, your bake time increases and if you increase the Grid Levels then the same will happen.
Once you find the right settings then you can implement it in your project with materials and the right resolution and so on.
The quality will be depending on the Final Resolution settings which also will effect your bake time, but for final I would set it to 200 at least to make it look good.

For you specific needs you need to create objects that are set up within the fluid domain and they need to have a Physics assigned as Fluid and the Type to be Obstacle. So your wax fluid cube need to be placed into a cube with a hole on it, if you want it to see the wax level drop and flow out. Another object should 'catch' that liquid, again as an obstacle object and the wax fluid will take its shape simulating its solidification. Need to make sure that the object is open on the top otherwise the wax will run on its surfaces.
An example below

Do not forget to set the Physics for the wax holding container that has the hole in it to allow the side flow, like below with the Shell selected.

Also ad a Subdivision Surface modifier and set it to View and Render to 4.

The below was created with the same setup but removed the cylinder and moved the fluid domain up to the bottom of the wax cube and assigned a material to it to make it visible. The wax 'catcher' in this case is only the fluid domain. The hole on the wax holding cube allowed the flowing out of it side ways. Of course, it was baked again for the new positions. This is only a rough demonstration.


can you delete keyframes at regular intervals in a given range? the BVH I imported has keyframes on almost every frame.. i want to edit like 300 frames and i want 1 keyframe for every 30 frames for those 300.. Im currently doing it by placing 2 markers between 29frames and selecting everything between them adn deleting it... but i have to do this 10 times.. is there a better way?

It's not exactly what you're asking for, but maybe it can help : there is an (integrated) addon, Simplify Curves. It reduces the number of keyframes, preserving the general shape of the curve.

Activate the addon (search "simplify" and click the checkbox next to "Add Curve: Simplify Curves")
Select your F-curves
type Spacebar then "simplify", select "simplify F-curve"
adjust the "distance error" setting. Warning, it's located in the Operator panel in the 3d view, not in the F-Curve editor


Custom Render Stamp, python newline Was looking around for how to have properties from blender in the notes for the render stamp.  I found a solution although with many properties I would like to add a newline or carriage return to format the output so that I can have a block on the side of the frame rather than running the length of the frame.

Found this: How to show render-stamp for arbitrary values?

The sample script in the answers Works great! A little further on the answer refers to:

  New Lines

  As of 2.77 the note will be wrapped onto new lines, you can also add in
  explicit \n newline characters to format the text yourself.

I just can't understand where and how to put that /n.

Newline using \n

\n in Python is the newline character.

Execute the lines in python.

import bpy
bpy.context.scene.render.stamp_note_text = "Line 1.\nLine2."

You will see a nondisplayable character show up in the note field of the stamp. (It is a newline character, which can't display in a single line textbox.) Rendering it, properly display the newline.

Automatic wrapping

  As of 2.77 the note will be wrapped onto new lines [...]

This refers to too long text snippes being automatically wrapped. A test seems to show a limit in characters though.


pixel selection to cut, paste, and move pixels in texture paint Is there any way to select pixels in blender texture paint similar to how in Photoshop you can marquee or lasso pixels to cut, paste, and move them?

I'm working with animating pixel art on sprite sheet textures so I want to be able to cleanly cut and move the pixels without distortion.

Texture paint as of yet doesn't allow actual selection of pixels in any way close to Photoshop or Gimp do. I have several workarounds that I use though to work from camera view on an image plane and then project from view to new geometry that serves as my duplicated pixels/selection. This is a bit of work for a novice, and only works on 2d images and not when painting on a 3d model with a wrapped texture. Many people just keep the image texture open in a separate image editor program and update the image texture in Blender once saved in PS/Gimp/etc.


Every time I try to select a single object, it selects everything in the scene. How do I separate them? I am currently modeling a character and made my head and body separate meshes. Since they were separate meshes, I couldn't join them together.

So my lecturer did some dark magic and made it possible for me to join them together as one mesh (Made it possible to join vertices from the head to the body).

Now, I've run into a problem where even if I simply add a cube to the scene and select it, it selects the head and body as well. Not only that, the cube automatically has modifiers put on it that were on the head and body.

I'm not too sure as to what setting he changed or how to change it back. Help!

P.S I am still relatively new to Blender, so apologies for my noobness.

I think the problem you have is that you added the cube in the edit mode of the character(?). This results in the cube being a part of the character object.
If you really want to have seperate OBJECTS (not only meshes), you have to add the cube in Object Mode. (Mode selection is on the bottom-left corner of the 3d editor).
Another way is to seperate the meshes by selecting the part of the mesh you want to have in a seperate object and pressing P and clicking selection


How to get back to the Logic Editor? So, I accidentally hit some key, I don't know what, and it took me out of the Game Logic screen. Now I can't get back to it.

Any ideas? Otherwise I will have to start over a long process.

If you don't mind the Properties being on the right side instead of the left, at the bottom left of the screen, you can select the logic editor. This is what I've been using since I didn't know there even was a Game Logic choice.


Smooth shading on model causes weird artifacts it's more visible with matcap, it looks like it's all distorted metal hit with a hammer, but in edit mode the topology looks smooth for me.
i'm a beginner in modeling/blender, i've tried recalculating normals, adjusting various points, using some addons to "relax" the topology and smoothen it, nothings worked, adding a subsurface modifier set to 1 makes the effects disappear but then the model is too high-res for my low poly game, i want to keep it very performant.
blend file

Try to disable "autosmooth" (object data properties tab and normals section) and clear custom normals (object data properties tab and geometry data section)

Answered by lemon


Is it possible to render only keyframes from Dope-sheet? I want to render only keyframes from Dope-sheet without the in-between frames. Effectively creating hold of last keyframe till there is new keyframe by re-saving (not re-rendering) the previously rendered keyframe as next frame till I hit next keyframe.

I am Aware of OpenGL render for quick test. But I am talking of final test.

I want to do this so that I can block out poses without interpolation. With Final render result it will help check lighting, materials and mesh deformations.

Is this possible?

Render all frames of the selected object(s) that have a keyframe:

import os
import bpy

original_frame = bpy.context.scene.frame_current
output_path = bpy.context.scene.render.filepath
start = bpy.context.scene.frame_start
end = bpy.context.scene.frame_end
frames = []

for obj in bpy.context.selected_objects:
    for fcurve in obj.animation_data.action.fcurves:
        for keyframe_point in fcurve.keyframe_points:
            x, y = keyframe_point.co
            if x >= start and x <= end and x not in frames:
                frames.append(x)

for frame in frames:
    bpy.context.scene.frame_current = frame
    bpy.context.scene.render.filepath = os.path.join(output_path, "%05d" % frame)
    bpy.ops.render.render(write_still=True)

bpy.context.scene.frame_current = original_frame
bpy.context.scene.render.filepath = output_path


Cant find attribute node Complete and utter noob to 3d traditional 3d modeling, let alone blender.
I was going to learn how to do lighting, but the imported colours are considered vertex colors, and cannot be rendered without fiddling with nodes. All the guides tell me to put in an "attribute node" but it's not there.

The space where it is, above Geometry is filled by Fresnel. So im extremely confused on how im suppose to do this if theres mno way to do it.

You are using Blender Render.

To be able to use Attribute node you will need to switch to Cycles Render.

Here are differences between them: How is Cycles different from Blender Internal?


Where is normal edit modifier? I want to have custom vertex normals. I have a brief search, and found the
official doc. It claims that Normal Edit Modifier can do this, and it is placed in Modify column of all modifiers. However, in my blender program, the Modify column only has:

Mesh Cache
UV Project
UV Wrap
Vertex Weight Edit
Vertex Weight Mix
Vertex Weight Proximity

So where is the Normal Editor? Is it being deprecated? Or replaced by other stuffs?

I'm using Blender version 2.73.

The modifier you are looking for Normal Edit is under the modify column in the modifiers list, but only in version 2.74 and higher.
As the release notes show that feature was added in 2.74.

This picture is showing version 2.75


How do I attach these arms to the torso? So I have made a torso and arms and I need to attach the arms to the torso. I have made sure the shape of the faces I need to snap together are identical, and they are on the same z level, so I can slide them over each other on the y axis. The only issue I have is attaching them. I am fairly new to blender so please be as detailed as possible.

You already did all the important steps. All you have left to do is move the arm into place (you could use snapping). After the arm is aligned, simply remove doubles.
W > Remove Doubles, from the 3D view header > Mesh > Clean Up > Remove Doubles, or from the tool shelf, tools tab Remove Doubles.

If you did not have every vertex perfectly aligned. You could select both the loop on the arm and the loop on the shoulder and Bridge Edge Loops.
Or you could go around selecting each vertex and its corresponding pair on the shoulder and Merge the vertices M > At Center, or from the 3D view header > Mesh > Vertices > Merge > At Center.

Three ways to do this, all pretty easy.


Baking fluid sim to shape keys I've made a fluid simulation and it's working exactly how I want. I would like to save the simulation as a shape key-based animation, mostly so I can do another fluid simulation that interacts with the result of the first. I have the fluid cache backed up, so I can keep it separate from the second sim.

It is not possible to convert a fluid simulation to shape keys. The fluid sim is in essence creating a new mesh every frame. Even though it looks like it is a mesh changing a tiny bit from frame to frame, it is not. Shape keys blend between two meshes that have the same vertex count, also they need to have the same vertex order, but they will technically still work even if the order is messed up. Since the vertex count from frame to frame changes you cannot convert a baked fluid simulation to shape keys.

Also you should simulate the two together as a single simulation because the results of one sim being simulated with interaction to another after the one is already simulated is not going to look very realistic anyway.


How to reverse particle Cache in Blender 2.79 I'm hoping to somehow reverse a baked particle cache (that took ages to bake, based off of a smoke sim). My goal to run the simulation forward at a fixed camera angle, and at the end of the simulation move the camera around the particle simulation as it plays in reverse. Is this possible? I'm using metaballs as particle objects, don't know if that makes a difference.

It's possible (although likely not advisable - but I found quite interesting) to manipulate the actual blendcache files to change the order - although you should avoid points where particles are created or destroyed (ie, stick to sections where particles are only moving) or you can get strange results (eg, particles staying in place when they should have died or jumping erratically to new locations).

Start by giving the cache a name and set it to be a Disk Cache.

Baking the cache should now output a number of 'bphys' cache files - one for each frame (or sub-frame). For example :

myparticlecache_000000_00.bphys

Each of these files contains the state of the particle system at a point in the animation. By manipulating these files - swapping them, for example - you can manipulate the sequence.

For example, if you had, say 72 frames (0 to 71) and reversed the sequence by renaming frame 000000 to 000071, 000001 to 000070, 000002 to 000069, etc., ..., 000071 to 000000 then the behavior would be reversed.

In Unix bash shell you could achieve this with a script similar to the following :

mkdir reversed

ls -1 *_[0-9][0-9][0-9][0-9][0-9][0-9]_*|cut -d'_' -f2 > _ordered
ls -1 *_[0-9][0-9][0-9][0-9][0-9][0-9]_*|cut -d'_' -f2 |sort -nr > _reversed

paste _ordered _reversed > _combined

cat _combined |sed 's/^\([^ ]*\)    \(.*\)$/cp myparticlecache_\1_00.bphys reversed\/myparticlecache_\2_00.bphys/' >reverse.scr

This will produce a script (reverse.scr) to perform the 'copy's as follows :

cp myparticlecache_000000_00.bphys reversed/myparticlecache_000071_00.bphys
cp myparticlecache_000001_00.bphys reversed/myparticlecache_000070_00.bphys
cp myparticlecache_000002_00.bphys reversed/myparticlecache_000069_00.bphys
cp myparticlecache_000003_00.bphys reversed/myparticlecache_000068_00.bphys
cp myparticlecache_000004_00.bphys reversed/myparticlecache_000067_00.bphys
cp myparticlecache_000005_00.bphys reversed/myparticlecache_000066_00.bphys
cp myparticlecache_000006_00.bphys reversed/myparticlecache_000065_00.bphys
....

Running the script and copying the files back from the 'reversed' directory over the original bphys cache files, restarting Blender and playing the animation in Blender should now produce a reversed particle animation (albeit with potential glitches at the start and end when particles are created/destroyed).

Note : The above scripting is specific to 'bash' shell - you'll need to come up with another method of renaming the files depending on your environment (eg, Windows batch file, python, whatever).

Also note : manipulating the cache files in such a coarse manner is purely at your own risk. While it won't break anything important (and you can always delete the cache files and re-bake) it might mess up your animation and produce unpredictable results.


snap objects of same topology together by vertex index does blender have the function of snapping objects of same topology together by vertex index?
for example, take a simple cube A at origin and duplicate it as cube B, move it aside. now compare vertex index in cube A with cube B and move every vertex in cube A to cube B base on the index number.
it is simple to use modifier such as shrinkwrap and snap to closest vert option, but for more complex mesh, it is often misaligned to different vert on dense parts. hence I wonder if there is a way to do it via vert index.

I don't think there is something about that except Python.
This script will report vertex coordinates of active object to all the selected objects.
Version 1
Just give object the same topology:
import bpy

def snap_by_vertex_index(obj, target):
    for o, t in zip(obj.data.vertices, target.data.vertices):
        o.co = t.co

target = bpy.context.active_object

if target and target.type == 'MESH':
    objects = [o for o in bpy.context.selected_objects if o.type == 'MESH' and o is not target]
    for o in objects:
        snap_by_vertex_index(o, target)

Version 2
Or, as suggested @batFINGER in comments, that can be moving vertices to the target:
import bpy

def snap_by_vertex_index2(obj, target):
    mat = obj.matrix_world.inverted() @ target.matrix_world
    for o, t in zip(obj.data.vertices, target.data.vertices):
        o.co = mat @ t.co

target = bpy.context.active_object

if target and target.type == 'MESH':
    objects = [o for o in bpy.context.selected_objects if o.type == 'MESH' and o is not target]
    for o in objects:
        snap_by_vertex_index2(o, target)


How to slide a vertex with UV to avoid stretching? I would like to move some vertices of a plane created through the "import image as plane", but without stretching the texture. A kind of crop like in libreoffice writer.

Side-notes:

Best would be a trunk function but if their is no such function, a way to move the vertex in both 3D view and UV editor (an add-on or with some conversion maybe ? Like 3Dview_vertex_move(x,y)*(a factor)=UV_vertex_move(x2,y2) ) at the same time would be nice.

I know the knife tool can do the job somehow, but it involves many more steps (deleting old vertices, etc...). I'm looking for an efficient solution as I have to do it a lot.

I'm not sure about programming it in, but here is how I would do it.
After importing the image go ahead and put in your loop cuts or whatever where you want to crop the image to.

This distorts the image. To fix that, just re-unwrap it.
The command is bpy.ops.uv.unwrap()
Or you can hit W > Unwrap.

Then just delete the outside vertices and you will get a cropped image.


Object not showing up in full render I've gone through the arrow icon, camera icon and eye icon and all are active. The mug I made for the the Andrew Price tutorial does not show up in a final render. I have also hit alt H to unhide. Any other ideas lads?

Maybe you are viewing/rendering in another layer? Or the Cup is the one in another layer? I have circled the layer boxes, if you are wondering where the layers can be found.


Where are the nightly builds of Blender made available? With the new website, it seems impossible to find the svn builds. Where can they be obtained now?

The latest builds are still here http://builder.blender.org/download/


Py: List materials with texture used by mesh I have a script that list vertices and faces but now I need to get the texture associated with each face, known that only one texture is in each material , only one mesh is in the scene and it is selected .
I only found the way to list the texture associated using the uv image editor ...

Thanks

Using blender internal, a material can use up to 18 textures to get it's final appearance. An objects face can have one material assigned to it, any and all textures in that material are used by the face.

In object mode you can get the texture used by each face with

obj = bpy.context.object
for f in obj.data.polygons:
    for t in obj.material_slots[f.material_index].material.texture_slots:
        if t is not None:
            print("Face %d uses texture %s"%(f.index,t.name))

Of course this is using Blender Internal, for cycles you will need to walk through the nodetree to find the nodes your interested in.


Unwrap on the same spot Is there a way to select multiple faces (in my case they all have the same size) and unwrap them on the same spot of the UV/Image ?

I select those faces

and they get unwraped next to each other on the UV/image panel

how to get them all on the same place like in this exemple (here I have manualy moved each plane on top of each other)

Found it, first select one face (of the pillar for exemple) then select -> select all by trait -> normal (now each pillar has one face selected) u -> reset

the faces are unwrapped on all the size of the image:

simply resize it (when reset the face got the ration of the uv/image, try to get the ratio of the face you have unwraped) and place it where you want:


3D-view controls missing As silly as it sounds, my 3D-view controls are missing. I'm not sure that's what it's called, but its the bottom part of the 3D view where I can select viewmode, layers and object modes.

How can I get it back?

What you're talking about is the Header of the 3D view - this can happen sometimes if you accidentally click on the top of the header and drag it downwards.

You can bring it back by clicking the little plus icon at the bottom right of the 3D View:


Perspective Flatten Geometry by Shrinkwrap I have a 3D scene I need to flatten towards the cammera in order for the geometry to still appear 3D when viewed in a 2D game from the front. I've done this in Maya with the shrinkwrap method and the "toward the world center" option but so far I've found no way to do this with Blenders shrinkwrap options or any other method in Blender. Is there a way to do this or with a pluggin?

In this example I used a torus and sphere to illustrate what I want but often I need more complex geometry that will not work with by the parallell projection methods Blender uses as it it then like the sphere would overlap the torus incorrectly from the origos point of perspective in flattened form.

bpy_extras.object_utils.world_to_camera_view

Use the world to camera view method to map to image coordinates, similar to a UV with 0, 0 the bottom left hand corner, 1, 1 the top right hand corner.

The z component is mapped to 0 and the width scaled such that the projection image has width 1.

Using the half angle tangent of the camera angle, moving such that the width is one, maps the projection onto the rostrum (face or whatever it's called) of the camera.

>>> from bpy_extras.object_utils import world_to_camera_view
>>> world_to_camera_view(
world_to_camera_view(scene, obj, coord)
Returns the camera space coords for a 3d point.
(also known as: normalized device coordinates - NDC).
Where (0, 0) is the bottom left and (1, 1)
is the top right of the camera frame.
values outside 0-1 are also supported.
A negative 'z' value means the point is behind the camera.
Takes shift-x/y, lens angle and sensor size into account
as well as perspective/ortho projections.
:arg scene: Scene to use for frame size.
:type scene: :class:`bpy.types.Scene`
:arg obj: Camera object.
:type obj: :class:`bpy.types.Object`
:arg coord: World space location.
:type coord: :class:`mathutils.Vector`
:return: a vector where X and Y map to the view plane and
   Z is the depth on the view axis.
:rtype: :class:`mathutils.Vector`

To use the script below select whichever mesh objects you wish to project onto the scene camera plane.

import bpy

from bpy import context
from mathutils import Matrix, Vector
from math import tan, radians
from bpy_extras.object_utils import world_to_camera_view as w2cv

def tocam(scene, obs):
    cam = scene.camera
    cam_vec = cam.matrix_world.to_3x3() @ Vector((0, 0, -1))
    R = cam_vec.to_track_quat('-Z', 'Y').to_matrix().to_4x4()

    s = Vector((1, (scene.render.resolution_y / scene.render.resolution_x), 1, 1))
    # scale based on resolution
    S = Matrix.Diagonal(s)
    # translate such that origin is middle point of image (and hence cam)
    T = Matrix.Translation((-0.5, -0.5, 0))

    for ob in obs:
        ob.data.transform(ob.matrix_world)
        ob.matrix_world = Matrix()
        for v in ob.data.vertices:
            vec = w2cv(scene, cam, v.co)
            v.co = vec.x, vec.y, 0

        ob.data.transform(S @ T)

        ob.matrix_world = R
        angle_x = cam.data.angle_x
        x = (0.5 /  tan(angle_x / 2)) * cam_vec.normalized()
        ob.matrix_world.translation = cam.matrix_world.translation + x
        if cam.data.type == 'ORTHO':
            ob.scale *= cam.data.ortho_scale

bpy.ops.object.duplicate()
tocam(context.scene, context.selected_objects)

EDIT: fix for ortho camera.


Objects spawn on cursor rather than in the origin I just got Blender 3 days ago, and I messed something up. Whenever I create a new object, it spawns wherever my cursor currently is. But instead, I want it to spawn at the original world origin. Any help?

You mean the 3D cursor right? According to blender manual, this is exactly what 3D cursor does:

  The 3D Cursor is used as the origin for any added object, can be used and moved with the snap tool, and is an option for the pivot point.

If you need a shortcut to place the 3D cursor back at the center, try using Shift + C.


Low Poly Modern (2018) Standards? What are the standards to which it refers? (https://en.wikipedia.org/wiki/Low_poly)

The term standard is not used in the sense you think. It's not like an SI units standard or sRGB (literally meaning standard red green blue) standard. There is no definition for lowpoly, other than it needs to display in real-time. It depends on hardware.

By modern standards (standards in hadrware) it is safe to say that the dolphin can be rendered in real-time and so would be considered low poly.

By ancient standards (4bit computer the size of a room) you wouldn't be able to render that at 60fps, it would be considered high poly.


What kind of units does the Cycles emission strength use? I understand that the emission shader strength value is Watt/m^2.  However, I haven't been able to find any documentation stating what type of light source this wattage is coming from.

Is it based on the wattage of a regular incandescent bulb?  Halogen?  Different light sources have different efficacy levels and a 15W LED can output the same luminous flux as a 95W tungsten incandescent bulb.

The unit is Irradiance - radiant flux emitted by a surface per unit area (watt per square meter).

This is a radiometric "corresponding" unit to Illuminance (also known as Lux), which is a photometric unit measured in lumen per square meter.

Radiometric units are based on physical power, that means all wavelengths are weighted equally, while photometric units take into account the sensitivity of human eye to different wavelengths. The weighting is determined by the luminosity function (which was measured for human eye and is an agreed-upon standard).

Converting Irradiance and Illuminance:

There is a different conversion factor for every wavelength, so the spectral composition of light must be known to make the conversion.

At the most sensitive wavelength to the human eye the conversion factor is

1.0 W/m2 = 683.002 lumen/m2  # at wavelength = 555nm (green)

That means the irradiance (power) to make 1 lumen is at it's minimum at this wavelength (just 1.464 mW/m2).

Luminous efficiency is then the ratio between the actual number of lumens per watt and the theoretical maximum.

Incandescent light bulb has a luminous efficiency of 2% which is very poor. It's because lot of it's irradiance is only heat which is not visible. The luminosity function is zero for wavelengths outside the visible spectrum.


problems with subdivision surface right now im modelling some glasses, and im having a problem with the "subdivision surface" modifier, basically it connects points i don't want to connect...

without subdivision surface:

and with subdivision surface:

here the blenderfile download (mediafire)

i would really appreciate some help :)

edit:
Thanks to Paul,

i got it working by removing the exchange the big face with smaller ones:

You have this huge n-gon (a face with more than 4 vertices) which is a problem when using subdivision surface (and more generally, it's a problem for pretty much everything else too).

From looking at the model I think you had a picture of the profile of the glasses, you then extruded a plane following the profile, then extruded the plane inward to get the thickness and then you just pressed F to fill the remaning hole. That's not going to work. You need quads everywhere. You can either fill each quad manually or try to bridge the loops, but this model is a bit messy.


Apply subsurf modifier to only part of an object How can I apply a modifier only to a part of an object? I want to model a goblet with a pedestal, and if I add a subsurf, the pedestal, of course, gets an unwanted round shape. How can I avoid that? I have tried Googling it, but, to my surprise, found nothing.

This is possible on some modifiers via vertex groups, however this is not possible with subsurf modifier.
You could instead try some of these:
For reference, here is the original subsurfed mesh:

Separate the pedestal and goblet into different objects (P > By Selection). E.g. by separating the face of the cube on the +X axis:

You can Split off geometry in Edit Mode with Y. This will give basically the same result as Separate, but within a single object:

You could also use the Edge Split modifier the same way, by either using Ctrl + E > Mark Sharp, or with the Edge Angle property.

Use supporting geometry (i.e. edgeloops) to make edges less round. You could use Ctrl + R to add loopcuts, or use Ctrl + B to bevel edges (using the mousewheel to adjust the number of segments). E.g. bevel with 2 segments:

Use Mean crease to make edges less round (Shift + E). E.g. with a Crease weight of 1:


Edit a rotated object normally? (first off I know that I'm using the old Blender, I will switch soon. Functionalities will probably be the same though). I have this object that I rotated 20 degrees in object mode:

However, I would like to edit it with zero rotation, like this:

How can I do that? Can I perhaps align the camera with its rotation? Any help would be nice :)

Change this value to "0", should reset it to flat.

Edit: option to leave it rotated normally, and edit at 0 degrees

If you add an empty, then set the object with a "copy rotation" constraint;

Then you can apply the rotation of the empty to the object, regardless of where they're located relative to each other.

Also, you can "hide" (disable) or "show" (enable) the rotation at-will with this icon here;


Shortcut for setting origin to vertex I find myself doing the following quite often:

go into edit mode
select a single vertex
press Space to enter the search menu
type cur
select Set cursor to active

leave edit mode
press Shift+Ctrl+Alt+C to get the set origin choices
Choose Set origin to 3D cursor

This seems like a very tedious process to me. I'm sure there's a shorter version of setting the origin to a vertex. Please tell me how to make this process more efficient.

I am open to installing an Addon if necessary.

Steps 3/4/5 can be replaced by Shift+S (for Snapping) / O.

Step 8 can be replaced by T. In general, you can look for underlined letters in such menus.

I also wrote an add-on to automate the process: OriginToSelection.py.

Install the add-on via User Preferences / Add-ons / Install from file, don't forget to activate it (check the box before its name). Press Spacebar and search Origin, then select Origin To Selection.

Be careful, I'm new to publishing add-ons and I'm pretty sure it can cause crashes. Save your work before using!


Keyframes won't respond to 'Cycles' f-curve modifier I'm making some material tests with Mapping nodes, but the Y scale of one of the Mapping nodes won't respond to the Cycles modifier. The other values do respond to modifiers but these won't:

I'm not really use why this is happening, perhaps it's an easy fix and I don't know about it.

The Cycles f-curve modifier is working, but you have a keyframe on frame 4335 which is being included in the modifier. This means any repetitions of those keyframes are happening after frame 4335. If you zoom very far out after adding the modifier you can see that.

I presume you actually want that keyframe to be on frame 105 as that causes creates the same repeating pattern as the X Scale channel.


Some kind of tabs just keep flashing I'm trying to work with blender in "blender game". While being in game mode some kind of tabs just keep flashing. Constantly switching between game mode and these tabs in picture. How to solve this?

This is a typical problem of some certain intel GPU's.

You could try to upgrade your drivers, or use a different render mode (GSL, Multitexture).


Remove doubles distorts mesh aspect in object mode (still good in edit mode) when i apply remove doubles there is a destroyed mesh aspect on object mode (pressing z) and the mesh is perfectly fine one i go in edit mode, is it a display issue or im i doing something wrong? its the same mesh on these pictures, left on object, right on edit mode

Edit: the mesh looks fine on object mode as well when if i save it to .obj and delete-reload it.  but the problem persists when i save the whole scene

This should be correct. By default Blender displays wireframes based on the angle of the faces connected by a given edge. In order to have blender show all edges you have to check "Draw all Edges".


How to produce realistic wood material How should I composite the material so the wood material would have depth? I've tried methods suggested by online tutorials like connecting the image texture to the displacement input of material output. Or using normal map of the image for realism, however the wood material still looks too flat for me. Is there any way to improve the material without immensely increase its polycount? Any help is appreciated.

The output socket of your normal map node should be plugged in the normal input of the upper Diffuse BSDF. The second Diffuse BSDF is completely unuseful, as the displacement input of the material output node expects a greyscale value (the socket is grey) and not a shader value (green sockets). For a better result you could also modulate a mix of diffuse and glossy shader, both with a reflections texture and the Fresnel effect, which gives you more reflections on the borders of your material (according to the angles of light reflections). At the end of this process you can decide if it's necessary to subdivide your mesh and add some displacement maps, augmenting the poly-count.


Baked Texture Not UV Mapping When Exported to Unity I have my object in blender that I UV mapped and baked. When I Apply the baked texture to that object in Unity it is not properly mapped.

.BlendFile

You have two UV-Maps on the object. The exporter might have either just exported the wrong one or exported both and you need to pick the correct one in Unity. Either way UVMap is the one you want, judging by the node setup, not Joined01.


Script meant to randomize camera position does not point the camera back to the object. What script do I need to point camera back at object? I am writing a script that randomizes camera position in relation to a single object, but most of the time when I render the object is not in view so I get the plain grey background. I think there is a flaw in the class that reorients the camera so that the object is within the frame. Can help me? Here is the class meant to point the camera back towards the object. I am on blender version 2.81.16, which is the latest version that is compatible with a plug in I need.
def point_camera(camera, point=(0., 0., 0.)):
    """ point camera to 'location' looking directly at origin
    args:
        location: list of 3 representing the location to point at
        origin: list of floats that represent where the camera
        will be looking at
    returns:
        None
    """
    point = Vector(point)
    camera_location = camera.location
    direction = point - camera_location
    quaternion_rotation = direction.to_track_quat('-Z', 'Y')
    euler_rotation = quaternion_rotation.to_euler()
    camera.rotation_euler = euler_rotation

Thank you

Global Coordinates
Recommend you work in global coordinates
camera_location = camera.matrix_world.to_translation()

and set the cameras world matrix.
import bpy
from mathutils import Vector

def point_camera(camera, point=Vector()):
    point = Vector(point) # recast len 3 iterable
    cmw = camera.matrix_world
    direction = cmw.translation - point
    M = direction.to_track_quat('Z', 'Y').to_matrix().to_4x4()
    M.translation = cmw.translation

    camera.matrix_world = M

# test call

point_camera(bpy.context.scene.camera, (0, 0, 0))

Also at play here if pointing to an object is the objects origin can be anywhere... so if using a track to constraint may be easiest to track to an empty, and place the empty at objects bounding box centre (for example)
Given a mesh object ob its global bounding box centre location would be
bbc = ob.matrix_world @ sum((Vector(v) for v in ob.bound_box), Vector()) / 8

Note: Object constraints, drivers and keyframes all work together to create an objects world matrix.  Keep this in mind, as code above that sets the matrix world may produce strange results on constrained (or otherwise set) objects.


Is there a way to save strokes while painting/sculpting? While painting or sculpting, user draws strokes. Is there a way with python to save those (with brush parameters and pressure data) and then play them back slowly also with python?

Point is to produce something like the greasepencil's strokes. These strokes save pressure and, through the layer system, the colour. That stroke can later be edited (changing the color, etc...) and animated. Is there something similar for painting/sculpting? It would allow to show a sculpting process from cube to final sculpt with custom point of view, materials, speed all of that rendered.

Here is the doc about how to sculpt a stroke : http://www.blender.org/documentation/blender_python_api_2_69_10/bpy.ops.sculpt.html. It has a Stroke parameter to be given, but how can I save such a stroke from user input?

What you would be trying to record really would be the effect of the movements (sculpting) rather than the actions themselves. Because, the actions themselves have context. The movements of a pen or mouse device make sense only when in "Edit" or "Sculpt" mode.

Now, theoretically, you could respond to a set of events from the user interface and keyframe the effects of those actions to be able to "record" and "play back". But the amount of information and frequency required to do this probably would make the whole thing unusable but for small scale projects. (And in any case, you would still be key-framing the changes applied to the object by the actions, rather than the actions themselves).

But, if we are talking about keyframing mesh modifications, then Blender does already have something that could be of help in this case. It is called "Shape Keys".

Shape keys store intermediate states of a model's mesh and also allow for interpolation between these intermediate states.

The workflow to achieve this "recording" might seem a bit awkward but would consist of mainly two steps: 1) Add a shape key 2) Apply the sculpting "brush stroke".

In the end, you will have a set of shape keys that show the progressive deformation of the mesh, potentially, brush stroke by brush stroke.

You can now key frame the transitions between shape keys to affect the dynamics of the deformations and create an animation that is as fast or as slow as you like.

This would look more like morphing, of course, rather than sculpting, except in the case where you could subdivide one stroke to many different stages.

One thing that could be done to improve the presentation of the effect would be to have the mesh rotating in front of a static camera and apply the transitions when the affected side of the mesh goes off the view. It would give the apperance of more details added with each revolution without the viewer actually seeing the deformations take place.


Set transparency depending on angle to light source While trying to recreate my windows in Blender, I came up with the problem of making the window shades. They are made of some kind of fabric, such that the Sun will shine trough. I notices, that the amount of light that comes trough depends on the angle between the surface normal and the light source (in this case the sun). For example, in this photograph, see the left side of the inner frame:

Now, I tried to recreate it in Blender. I tried various material nodes and the best I could come up with was a combination of Translucent, Transparent and Diffuse BSDF, mixed together in some proportion.

This lets the sunlight through, however, it ignores the zig-zag pattern of the window shade. The same amount shines through, no matter how the surface is oriented. This is, what I get rendered in Cycles.

Now, is there a shader or a node setup that works like the Transparent BSDF, but respects the surface normals, such that the amount of light is dependent of the orientation of the surface relative to the sun? Basically: How do I get the "shadow" correctly?
Here is a picture for Illustration :)

You can get good results by adjusting the Fresnel Value.
It specifies at which angle the surface becomes transparent for incoming light.


Can't bevel to a smooth edge I'm frustrated that I can't bevel an edge. The change is in a larger area than I would like and I can't get a smooth edge. I'm trying to learn Blender having used 3dsmax and maya before, but something doesn't seem to make sense. I can't get the same level of border control as I did in other programs. Does anyone have any idea what I'm doing wrong?

This is happening as a result of non-uniform scale. What this means is that you have scaled your object in object mode, and not "told" blender to adjust proportions accordingly. To fix this problem, enter Object Mode, select your object, press Ctrl+A and select "scale".


Image is fuzzy or noisy when rendered in cycles When I rendered this image it became really fuzzy and pixelated. I have tried to fix this but it doesn't seem to be working.

File Here

Increase the number of samples for rendering.

With a higher the number of samples rendered images will be less noisy and more accurate (read this for more info)
Make sure that you are rendering at 100% resolution.

Resolutions lower than 100% might be pixelated

Set emission shaders to Multiple Importance Sampling.

For more info read this post When should MIS be used and when should it be disabled?

If you are using an image as environment, set it to Multiple Importance Sampling as well.

For a finer control on noise, switch from Path Tracing to Branched Path Tracing

  The branched path tracing integrator [...] will split the path for different surface components and will take all lights into account for shading instead of just one. This makes each sample slower, but will reduce noise, especially in scenes dominated by direct or one-bounce lighting.

For additional info please read this post: What is branched path tracing and how is it useful?
Check that the samples settings for the render layers are set correctly.

For more info on this settings read: Cycles render, noisy even when using a high number of samples

Besides the noise, your image shows also a common limitation on cycles default color management settings, in which bright lights desaturate in an unrealistic way. See this post: Render with a wider dynamic range in cycles to produce photorealistic looking images


How do you fix opacity to a reference image in blender 2.81 As the title says, how do we adjust the opacity to a reference image brought in the viewport? I can't find the Opacity in Properties Window of the respective image. I've seen some older versions of blender with the opacity available. Is it gone in 2.81? Thank you for your help.

With Image selected : Image Properties panel > enable Alpha and adjust Transparency.


Techniques for modeling a network of blood vessels If you've ever seen anything like Body Worlds or the Bodies: The Exhibition you'll know how they dissect individual organ systems and put them on display with a technique known as plastination. For instance, plastic can be pumped through the circulatory system such that when it hardens, acid can be used to dissolve the rest leaving the underlying network of blood vessels underneath.

I'm looking forward to modeling something as intricate as this, but my first attempts have failed. The initial idea was to generate a tree structure with the Sapling Tree add-on. Then I could do a Boolean modifier with my model, and touch up the end points individually by extruding to follow the contours of the model's surface. However, the Boolean modifier fails in this example.

Do I have to code this procedurally with a Python script or is there some other method I should try first?

This is a nice case of how node based geometry generation can create crazy stuff. First off, you'll never guess who this is in the following Blend file:

You will need the latest iteration of Animation Nodes, which you can currently get from here: https://github.com/JacquesLucke/animation_nodes Click Clone or Download and choose download .ZIP, then install as usual.
I've put a lot of comments directly into the node tree to explain what each section is doing, so I won't repeat all of it here. Just the basic concept: I'm using a bunch of points, generated by a Vector Wiggle node in a loop, plus an empty which defines the area where most vessels shall grow from, plus a few parameters to control all the effect. The magic nodes that enable it is the BVH nodes, found in the Node Tree under Shift + A -> KD & BVH Tree. Those nodes allow you to split up a mesh into a BVH Tree, and then calculate distances, find closest points, project points back onto the mesh, and so on.
I'm then generating random points using Vector Wiggle, and then comparing their location to the BVH Tree. There is a node which can check if a point is inside or outside the mesh, and in conjunction with the switch node and the Find nearest surface point node (kind of a Shrinkwrap for Animation Nodes) I can pull back 3D points which went out of the mesh back onto the mesh surface.
There was an issue which I was then fighting for a long time, which is the nature of Shrinkwrapping: Two Spline Points could get disclocated quite far from each other this way. I dunno if it is a glitch or the nature of math, but my approach to it was to resample the whole spline again in another loop, and reproject the stray areas again. This way, the spline would adaptively get closer to the volume / surface, and the shape becomes readable.
For the beveling of the Spline I used Blenders standard tools, so a Spline Curve to define the profile, and the bevel parameters in the Object data tab.
For more info, please study the Blend File, and if you find improvements, please let me knoe.
Important: For performance reasons, Auto Execute is turned OFF in the file, you'll need to either change a property or click Execute Node Tree explicitly
EDIT
Here is a few screenshots of areas of the node tree:
Main Program, with a single vessel in 3D:

Run on a Default cube, the controller in a corner:

setting first parameters:

The Vector Wiggle in action, creating the main points of the spline, which will be edited later again:

preparing the spline for resampling, and then smoothing it out:

the resampling sub-loop in detail:


cutting a mesh object into equal segments for individual export to .dae I am not sure if this has been answered already, but as a newbe to Blender V2.73a, I have listed the steps I have taken so far and what I need to achieve.

Created a plane, scaled to 25 blender units in X and Y plane
Subdivided this into 65,536 faces
Sculpted a terrain from the plane using sculpt mode
UV Un-Wrapped and Texture painted the entire terrain

What I need to achieve now is it break this single mesh object into 5 equal pieces across the X and Y plane so that each piece (now 5 x 5) can be exported as a separate collada file complete with its texture map for import into Secondlife. I have trawled youtube and wiki and the various forums but with no joy...I am also rubbish at phython, so I am on bended knee in the hope that some kind person can provide an answer..

Many thanks in advance...Kushiel

Go in edit mode with Tab
Select a loop where you want a cut with Alt+RMB

hit V to cut and RMB to cancel movement

Repeat this all along your mesh on the same axis

Now on the other axis, Alt+RMB the 1st loop and Shift+Alt+RMB to add the cut loops to your selection

hit V to cut and RMB to cancel movement, repeat on the same axis

You can select each separate part with mouse over and L but...

Select all with A and hit P then select by loose part in the separate menu

now every square is a separate object sharing the same material and keeping the UV

Don't forget to change the origins if needed, by default they'll use the base object's origin.


Save value on first occurrence in Animation Nodes In this setup Random number defines Y position of Empty, which is shrinkwrapped-constrained to "Array of stairs".

I'd like to save Z value (orange circle) in memory, when the first positive number will be generated (green circle) and keep it until animation ends.
And please, do not modify Random number node.

EDIT: I've added another attribute to workaround saving value from previous frame. Looks messy, but works.

Attributes can be stored in memory during the life time of the blender instance as described in this answer. In this particular case, the logic is as follows. We have two variables occurred, storedValue:

If the current frame is equal to the start frame, reset storedValue to some initial value and reset occurred to False.
If trigger value is positive:

If occured is False:

Set storedValue to the value.

Set occurred to True.


Can you download a version of blender and still have access to the previous version I am considering downloading the blender 2.8 beta but I had a question first. One, can you still access blender 2.79 with the beta downloaded, and if so how? I don't want to download it, have it crash a bunch and not be able to go back to 2.79.

As far as I know, if you create a project in Blender 2.8 you can't open it with the 2.79 version. But you can open 2.79 projects with the 2.8 beta version, but if you save it using the 2.8 you won't be able to open it again with the 2.79.

When you download the 2.8 beta version, it isn't a setup (because is beta) so you have a portable file. That means that the desktop shortcut will be for the 2.79 and you have to create a new one for the 2.8 looking for the exe, so you could have both versions (actually I have the 2.79 shortcut next to the 2.8, both avaliable).


Can i hide the mini axis per 3D View (instead of globally via preferences) I know I can i hide the mini axis globally for all 3D views in the preferences, but i would like to just hide it for 2 of 3 3D views in my screen layout. Is it possible?

No, it's not possible. I don't know much about inner workings of Blender as I have taken only a very beginner course on Python coding. Maybe you can achieve it by coding, but by just messing with Blender's settings you can't do it.

Hope it answers your question.


In UV Editor, is there a way to set rotation of selected mesh to 0 (reset/align to view) When I do an unwrap on a cube with seams it goes diagonally in the UV editor view. I use ctrl+p to pack and it almost aligns it to the view/texture but is there a way to unwrap it so it is aligned to 0 or 90°? Or is there a way to reset the rotation after (there is no rotation value in the 'n' panel)? When I do Rkey+90 it is relative, not absolute. See what I mean?

You can use UV Squares addon for that.

Enable it in User Preferences by Ctrl+Alt+U > Addons > UV Squares.
If you don't have the addon, save this to your blender-folder/scripts/addons and refresh the list.
Then you can find it in the Image/UV Editor in the left panel T > Misc tab.
Just select the rotated cube unwrap and press To Grid by Shape:

Note: This works only if your UVs are quads.


Cycle render not rendering mist from Blender Render I have been working in Blender render and when I have added the light and mist I then  went over to Cycle render but it did not render the light nor the mist.

Blender Render Settings

Cycle Render Settings

Unfortunately, transfering things such as materials, lights, and mist effects between blender and cycles is quite difficult if not impossible. I would recommend deciding what renderer your going to use BEFORE setting up materials/lighting etcetera. Be aware that using Cycles Render and Blender Internal are totally different processes and calculate the final image in completely different ways. Generally, if you're looking to make toon or other non-realistic renders, use Blender Internal. If your goal is to make realistic looking renders, use Cycles. Hope this helps!


Qubicle to blender for import to Unity - don't know if texture is actually applied? Ok, I am fairly new to 3D modeling but Ive picked up qubicle for some 3D voxel game characters to import into my Unity game. It's great, and Ive made a few models that I have colored inside qubicle. I read up everywhere on importing qubicle to blender (because I need to apply an outside texture i.e. a pattern not just color, still don't know how to do this) and found that .obj are the way to go.

So I exported to obj file and got the obj, .mtl, and a png with my "textures" (just colors). I then imported this file to blender and in normal object mode I get the model with no colors:

However when I go to texture paint mode I see the texture colors applied as they should be:

I am now going to embark on figuring out how to texture map and apply some additional patterns to my model like this tile example (notice the little grass texture):

however before doing this I need to know - are my color textures being applied? Meaning if I bringing this blend file into unity like this and dragging my png file onto the model -

if I add some external texture via uv mapping in blender will this texture be preserved?
How can I apply the textures I add in blender? Have never done anything like this.

The 3DView has several different shading modes ranging from bounding box to render preview. By default, in solid shading the objects are drawn in a plain colour and any textures are not visible, while they aren't displayed in the 3DView they are used when rendering and exporting. When you change to texture painting, the textures are displayed as that is the data you are working with.

Something that can catch you out is that you need to save the image files after painting as they are not saved when you save the blend file. The answer to this question has a script that will save the images when you save the blend file.

If you search for "blender texture painting" you can find many tutorials to get you started.


Do I lose quality when scaling models? When scaling a model either from lower scale to higher or vice versa, do we lose any kind of quality?

My question might sound odd, sorry but I'm new to graphics design.

No, the mesh stays the same it just gets bigger. The UV map scales with the mesh as well so textures will appear the same as well.


Inset Face flickering I'm creating a roof for a church model, where there's a small "hole" on the rectangular figure, but when I try to inset face, it's start to flickering and creating vertices and edges where shouldn't be.
I'm trying deleting extra edges, extra vertices, extra faces, but nothing works.

Usually this happens to me when there are overlapping faces, in my experience.
Try deleting Only Faces of surrounding topology and then re-creating the faces with the appropriate vertices


Simple Mouth Rigging I'm having big problems rigging this characters mouth, it's really simple the mouth itself, and I want to do it with bones and not shapekeys.

The lips and the body are the same object.

Pretty much just start your bones at the edge of the mouth and work your way in, leaving a gap in the middle for size difference when the edges of the mouth move out.

I recommend using some sort of mouth animation reference sheet and choosing which shapes the mouth will be taking on most often, especially if your creature doesn't speak a human language where mouth movements are fairly non-caricatured and straight forward. This rigging system, however should do for a basis of most things, and with a little tweaking and weight-painting can be made much less scabby, however the immediate results aren't terrible :)

Obviously include more bones around areas that will need greater control over their deformation and do not forget about that gap in the middle of the lip.


Texture duplicated on opposite side of object I have a weird issue with an image texture.  I'm attempting to put a logo on a golf ball,,

but the image itself is being duplicated, reversed and enlarged on the opposite side of the object.

Tried deleting everything but the golf ball object, and starting over, but it's doing the same thing.  Just started doing this when I changed the logo size.  Only happens with the logo png file, which I have deleted and remade multiple times.

Here are the nodes.

Here is the uv map.

Any Ideas?

It seems like you've unwrapped the object with one of the "project from view" options. This means your UV map is just a flattened version of your mesh; the faces on the far side overlap the faces on the near side, and so end up bearing a reversed version of whatever image you position there.

A simple workaround is to select the faces you don't want to texture, then (in the UV editor) scale their UV mapping to 0 (S0) and tuck them away in the corner somewhere.


denoise a rendered image Is it possible to use the denoiser of blender on an already rendered image, considering it will be rendered using blender ?
(the reason being I'd like to use the resumable render via blender's command-line and once I think my image is precise enough use the denoiser on it)

(Edit 20 oct 2017)
The first versions of the denoiser was having such abilities, with the option "Keep denoising data"
https://wiki.blender.org/index.php/User:Lukasstockner97/GSoC_2016/User_Documentation
It seams Luckas Stockner simplified it afterward to make the integration to the main branch easier.
Unfortunately, I can't find any build of that version :/

Blender’s compositor has despeckle and other filtering tools that you can use on imported images. In fact you can apply these across the frames of an entire animation sequence.


Custom exporter does not preserve scaling I am using the following exporter:

mesh = bpy.data.meshes['Plane']
for f in mesh.polygons:
    for v in f.vertices:
        print("%f %f %f %f %f %f" % (mesh.vertices[v].co[0], mesh.vertices[v].co[2], mesh.vertices[v].co[1], f.normal[0], f.normal[2], f.normal[1]))
    print("\n")

The 'Plane' mesh is the default plane that appears with SHIFT+A -> Mesh -> Plane after scaling it by 20 and dividing it in triangles. When I run the above script, the output is:

1.000000 0.000000 -1.000000 -0.000000 1.000000 0.000000
-1.000000 0.000000 1.000000 -0.000000 1.000000 0.000000
-1.000000 0.000000 -1.000000 -0.000000 1.000000 0.000000

1.000000 0.000000 -1.000000 -0.000000 1.000000 0.000000
1.000000 0.000000 1.000000 -0.000000 1.000000 0.000000
-1.000000 0.000000 1.000000 -0.000000 1.000000 0.000000

As you can see, the scaling information is lost. To make sure, here are the relevant parts of the OBJ export by default OBJ exporter:

v -20.000000 0.000000 20.000000
v 20.000000 0.000000 20.000000
v -20.000000 0.000000 -20.000000
v 20.000000 0.000000 -20.000000
vn 0.0000 1.0000 0.0000

How can I get the correct scaling information? Do I need to retrieve the scaling factor/matrix somehow and transform each vertex manually?

Unless you apply scale, rotations, transformation to the mesh the vert coordinates are "local".  Eg for the default plane combinations of -1, 1 for x, y and 0 for z.  If it is the mesh of an object that is scaled by 20 (with no rotation or transformation) then the global coords are 20 times the local.

To get the global coord multiply by the matrix_world of the object.

ob = context.scene.objects.get("Plane")
if ob:
    mesh = ob.data
    # global vert coordinates
    for v in mesh.vertices:
        print(ob.matrix_world * v.co)

btw that print statement is awful..

for i in f:
    v = mesh.vertices[i]
    print("%f %f %f" % v.co.xzy[:], end=" ")
    print("%f %f %f" % f.normal.xzy[:])

Also look at bpy_extras.io_utils.axis_conversion it gives you the matrix to convert from -Z_FORWARD Y_UP to -Y_FORWARD, Z_UP and other combinations.


Blender to Unity: mesh disappears when updating blend file https://imgur.com/MQOSdQm

I have this model in Unity and I'm trying to update it.

https://imgur.com/81iBr5J

I've only added some little planes on top of it (the road arrows), yet when I update in Unity (copy-paste blend file in Unity folder) the ground is gone and only the blocks and other items are present

https://imgur.com/WyksWIV

Would anyone know a fix to this? Thanks!

It looks like the original name of that mesh was changed at data level (3 vertex triangle tab on properties name is differenr than tab where cube is) on Blender.
Second reason, could be because the prefab is searching for a different hierarchy order. Thus, it breaks it (un parents it because of bone name or mesh name at data level).

BFCT_Schiller


How to change a primitive's properties after creating it? I want to model a pistol like this for my FPS:

You can see how the cylinder for the front of the barrel is very low poly. How do I make a cylinder less low poly? Or even a sphere, anything?

You can edit the polycount of cylinder by playing with the "Vertices"-setting in this interface:

Press T if you don't see this after Adding a new Cylinder.


How to prevent particles (hair) from being affected from wind I'm creating a scene with grass made from particles hair, but I'm using wind to affect the clouds which are also made from particles (emitter), the wind affects the grass and bend it which is not what I want.

In your Particle Settings under  Field Weights you can control influences of forces.

Set Wind to 0.


Is the top row (menu, etc) customisable or is it fixed? Below is the screenshot of my top row (I don't know the correct term). Since it is long, I wrapped it in multiple rows, but they are actually one row.

There are I do not need, at least so far, like the "Scene", "View Layer", or the Blender icon button. And there is an empty area. But it is missing some button I would like to have. For example, I would like to have a button to "Toggle Window Fullscreen", or a button to minimise the window (when Blender is in Fullscreen, that button will be useful).

Can I add/remove things to/from the top row?

Yes it is!.

Fortunately, there is a way to do that. :D

Before

After

The UI source code for the topbar is available in scripts/startup/bl_ui/space_topbar.py

As an example here I've quick and dirtily monkey patched a new draw method to the top bar.

import bpy

context = bpy.context

def draw(self, context):
    layout = self.layout
    layout.label(text="Taken OUT!")

bpy.types.TOPBAR_HT_upper_bar.draw = draw

Note can undo this by calling scripts reload

bpy.ops.script.reload()

in the python console.

Most UI is alterable this way.  Enable Developer Extras to be able to right click on any property in layout and view source to see UI code.

For example the layout for Toggle window fullscreen button is

layout.operator("wm.window_fullscreen_toggle")


Akward pose in Object Mode In Object Mode, my model looks strange and scary:

When I switch to Edit Mode, it appears normal:

Why is that so? Why does my model appear so scary and strange in Object Mode?
Thank you.

You need to reset the transform of your bones in Pose mode.
To do this, select the rig and enter pose mode. You should see it when clicking on "Object Mode" in the top left of the screenshot:

After entering Pose Mode, make sure all bones are selected by hitting A.
Then, go to Pose -> Clear Transform -> All

After clearing the transform on the bones, they will appear in the same way as they did in Edit mode.


3D tube with sharp corners and uniform radius? By using a vectorized bezier curve, I have successfully created a tube/pipe in 2D (with sharp corners) that a ball of the same radius can roll through:

However, when trying to achieve the same in 3D, the tube suddenly narrows on sharp corners (everything is still in the same z plane):

Is there any way to make a 3D tube created this way have a uniform radius? Or is there another method that can make me achieve what I want? I need to make a fairly large tube (up to 1000 segnments). It would be preferred if I didn't have to change every segnment manually, but I will do it if there is no other way.

This method will only work well for angles less than 90°:

Set your curve to 3D and bevel it with circle curve, just as you would normally.
Then add solidify modifier, check Even Thickness and High Quality Normals, set thickness to negative value:

Then select that circle, go to editmode, and scale it down as you can, to a point. Stop when the tube starts displacing - that will be floating point limitations
You should end up with an ok tube with sharp turns and even thickness, it wont be perfect but I can't think of another way.


What is the differance between Linking and Appending an external blend? What is the differance between Linked and Appended data from external .blend files?

The difference is simple.

Link: Link copies the object from the blend file, much like Alt-D does for meshes. When it is pulled in, the mesh/material whatever cannot be edited in the file. Changes in the original file will cross apply to it every where. This is useful for production assets which need to be the same in ever shot.

Append:
The object will be copied into the new file, there will be no link, much like importing an .obj or .fbx


Why does my object lose color when the slot is changed? I have modeled this. When I add another slot in order to make my man more realistic, it loses color and becomes like a normal object.

And my man with new slot added,

Please help so that my object stays in first slot color and uses second slot.

It doesn't exactly "lose color". Paint slots are handled as layers, so if you add a new slot to your model it "spraypaints" the model with whatever colors you have in that slot. Since in your case there are no colors (or a texture, to be more precise) the model appears to have no color at all.


Random scale and rotation for each particle on all axis separetly (Animation Nodes) I'm looking for a way to randomize particles (objects) on all axis separetly, so I would get different shapes of them (not overall size). Just to give them a range for a random scale or rotation like 30% and they would get different shape each of them. I'm sure it's possible with Animation Nodes. Any hint about what kind of nodes I should use? Was experimenting with Vector Random but still no luck.

You should make 3 random nodes, then combine them into one vector


When I Link Some Modifiers From One Object To Another It Dosen't Copy All of Them I have two physics modifiers. One is a Soft Body the second one is a Collision. When I do Ctrl+L and link the modifiers it doesn't copy the Collision and if the Collision modifier is already there it will be taken off.
This could also just be a 2.81 bug.

To recreate, make a cube, then go to Physics. Add Collision and Soft Body to one and make another cube add Collision to it.
Then select the one with Collision first then then select the other one hit Ctrl+L and select Modifiers.

This was reported to the bug tracker, here: T66798

It was concluded that it was intentional that it works this way and was therefore not a bug.

Philipp Oeser had this to say:

  from the Physics panel, Forcefield, Ridgid Body, Ridgid Body Constraint are no real modifiers, so these wont be copied
  Collision is explicitly excluded in code [this could be made working, needs some care because data related to collisions is stored
  in PartDeflect which has other stuff in it too, cant just copy it,
  will look into it but that's for later...]
  the others seem to be working fine
  so no bug here

Essentially, this seems to be saying that the Collision modifier is skipped because there is other data that can't be copied in a simple way. So, rather than a bug, it seems to be a limitation which may or may not be improved in the future.

As to why any existing modifiers are removed from the object you want to copy modifiers to, existing modifiers are replaced, not added to. So any existing modifiers are removed before any modifiers that can be copied are added.


Load, Change & Play Sound in BGE Without using Logic Bricks Is it possible to load, manipulate (pitch-shift) and play back a sound without using logic bricks and instead using a script in Blender Game Engine?

Ideally, this would be possible with using only functionality included in Blender on Linux, Mac and Windows.

If this is not possible: what is the minimum required use of the logic bricks for this task?

All you need it to load a script file using an Always Sensor and a Python Controller. In the script file put:

import aud
device = aud.device()
sound = aud.Factory.file("sound.ogg")
sound = sound.pitch(2)
device.play(sound)

This will load the file, pitch-shift it and play it back.


Blender's video export options? I'm relatively new to Blender, and am considering downloading it to edit videos. Currently, I use WeVideo, but it only supports exports of 25 fps and 720p, which isn't very good for the types of videos that I plan on creating. So I am wondering, what is the max resolution and FPS for exports that Blender can support?
Update: This question seems like a duplicate of another question. However, this doesn't answer my question because it only states the maximum size, in pixels, of a render. None of the answers provided mention anything about frames per second, and revolves around file size, not exports.

The short version is that Blender can output nearly any frame rate and video format you would likely want.  The long answer follows.
There are 3 parts to the answer for your question.

As https://blender.stackexchange.com/users/66870/emir mentioned, this question answers you about what size the image frame can be:  What is Blender's maximum render size?
The Frame rate is set in the property editor's Scene dimension's menu:

All of the 'industry standard' frame rates are supported:

and you can use the bottom item in the menu to set a custom frame rate.

The output format is selected in the properties editor Scene Output Menu:

and you can select from a wide range of still formats or video container formats:

The usual approach is to render to a series of still images, most often png although openEXR is becoming popular and then to use the visual sequence editor to assemble the images.  Once that's done, you render the output one more time, switching to one of the 3 movie formats.  Each movie format also has options for output codecs.  For instance if I select 'FFmpeg Video', new options appear:

How well Blender will suit your editing needs depends a great deal on how much memory you have on your computer, of course.


Hair goes out of place when moving the armature! So... The I have a rigged model with clothes and all, particle hair that follows the model, everything seemed to be okay until I moved the right arm!

If I reset the position everything goes back to place, but as soon as I move that arm in pose mode, those hairs go crazy. Everything else seems to be okay, I have the armature modifier avobe the particles, I don't know what to do, I'm actually pretty new to blender so It'd be awesome if someone could help ;v;

You should enter in weight paint mode and see if that arm is affecting other parts in the mesh


Blender freezes up, after hibernate while Blender is 'Not Responding' Sometimes when Blender is doing rigid body simulations, it says 'Not Responding' and then after a while it responds again. But when I make the computer 'hibernate', while Blender is in 'Not Responding' state and I resume the computer, then Blender freezes up and I have to close Blender and start everything all over again. What should I do next time, instead of closing Blender and start all over again?

I think you know the answer to this one already. 3D can be one of the of the most computationally intensive activities to throw at a computer. It becomes unresponsive because is busy crunching the numbers to work out your simulation..... Judging by your post, you are indeed pushing your computer to it's limits. Let it do its' job... don't hibernate it... get a book, meditate, go for a walk, interact with other humans. 3D requires a bit of patience sometimes... Once blender has finished is job and your computer is back, bake the simulation and save your file so you don't have to start over


I have a walk cycle at place, how to make it move foward? How to do this?
If I move the root bone of my human rig, it will destroy all the poses of the walk cycle.

In edit mode, align the b__L / R_Foot__ bone orientation and roll with CTRL_Target_L / R_Foot.
Set Copy Rotation constraints to b__L/R_Foot__ bones instead of Child Of.


Stop mesh from continously recreating UVmaps? So I'm sculpting a character, and I usually start from a cube, which by default has a UVmap. This gets in the way of dynamic topology, which will disable itself if it detects a UVmap.
My issue is, after deleting a UVmap, I will be sculpting, and randomly, it will make another UVmap. I delete it, and soon it will make another.
How can I stop this from happening?

This issue shows itself usually when you start sculpting with the default cube, as that one comes like all other default mesh objects by default with UVs already.

After deleting the UV-Map once, you can start sculpting without the problem, but should you by chance use undo Ctrl+Z often enough, when sculpting early on and go back enough to undo the deletion of the UV-map, it will start bothering you again.
The easier solution would be to delete the default cube and then add a new one, with but one change. After you added the cube, open the options given and deactivate the Generate UVs.

changing the option will affect the new cube
This way should you start sculpting and use undo, well rather then getting the UVs back, you would undo the cube, which would be obvious.
My tip here would be to save after adding the cube without UVs and loading the file anew.
From there you can undo to your hearts content and will be fine.
Happy Blending


Is there a "reselect" option in Blender? I am very new to Blender & can't find a "reselect" option in any menu. I also need "undo" & "redo" please.

"In Blender, in edit and object mode, anyway, the key combination CTRL-Z is "undo"; the key combination CTRL-SHFT-Z is "redo". The undo history is accessed by the key combination CTRL-ALT-Z, listing the number of actions as defined by the user in the user preferences under the "Editing" tab, under the heading "Global Undo".

Additionally, SHFT-R repeats the last action.


Only showing world texture, not allowing to add texture to other objects I am looking to add textures to other parts of this scene. However, every time I click texture it doesn't seem to change from the previous world texture, which I applied.

Here is a link to my blend file.

Also do you know how can I make the pillars dirty and realistic? Just like in this video:
https://www.youtube.com/watch?v=vtO1s86HhRU (he changes it to dirty at 34 seconds)

For the blender internal:

You have to change the texture type. The button is in the texture panel of the properties window. It is highlighted in red in the image below. You will want it to me set to Material Textures, the second button. A object that can have a materiel must be selected. If everything is selected or nothing is selected that option will not be there.

For Cycles:

The texture must be added through the cycles material. The texture panel when using cycles behaves differently then in the blender internal. If there is a texture node in the selected materiel then the texture will display in the texture panel.