I can't see Grease Pencil keyframes in the dope sheet I can't see keyframes in dope sheet or grease pencil timeline. I am using blender 2.83. How to move my strokes from one frame to another?

If you look down at the bottom on the dope sheet bar, you can see the little skewed arrow that's highlighted. Click that. That is "only show selected"


Blender Game Engine Particles and Force field? I'd like to build a force field and particle system in Blender Game Engine, what I'd like to achieve is exactly this;

https://media.giphy.com/media/3o6Ygj9GiMMhh5DZo4/source.gif

I want an object to release particles and another object to attract them. But I'm not sure how can I do that since there is no particle system in Blender Game Engine.

I'd be grateful if you can tell me a way to achieve this.

As you already discovered there is no special "particle" object in the BGE.

You can use ordinary objects (typically mesh objects).

Emitter

As you want to get multiple copies of it, you place the original in an inactive layer.

Have one object (the emitter) in an active layer constantly add copies of the original (e.g. via edit object actuator). You can give the added objects an initial velocity when the original is a physics object (e.g. rigid body).

Alternative/variation

The particles copy the logic of the original too. So the particles can setup themselves e.g. they can play an animation or initiate a random motion.

Force field

Constantly find particle objects within the desired range (e.g. via a near sensors). To focus on particles you can filter the objects by a property (e.g. all particles have the property "particle").

Then you apply forces to all the found objects. You need to create a custom brick (python controller) to read the sensor and apply the according force/velocity/location change.

move_up (simple example)

import bge

sensor = bge.logic.getCurrentController().sensors["Near"]
for particle in sensor.hitObjectList:
    particle.applyForce((0,0,50))

Result

The sample result looks like that:

To pull the particles near the force field center you need to calculate the according forces to do that.


Why has my mesh got these jagged lines I need to get rid of these jagged lines in my render. I created the text then used a wave modifier and converted the text to a mesh. I then added the velvet modifier and feel like it has something to do with the velvet modifier but may be wrong. Il attach another pic of the file nearer to completion and show how it is just a few vertices that ruin it! Cheers

im pretty sure the shading artifact is caused by ngons or bad topology, try removing doubles and making sure all your faces are tris and quads, lastly press ctrl n in edit mode. if none of these fix it can i see edit mode shaded view and your node setup?


BGE: hold at last frame I hope i can make myself clear:

I'm making a 3th person adventure game, and thinks start to work just fine, but I came across a problem and now i'm stuck.

Situation:
It is an platform game, so not an action game. The characte does have 1 weapon tough (A blowpipe). When the player is in possession of the blowpipe, he can aim/zoom by pressing right mouse button >> all of this works!

Problem: While zooming, the character puts the blowpipe against his mouth (to make it look more real). The action itself works, but it keeps on looping the animation. Is there a way to hold it on the last frame??

here is my code:

def main():

cont = bge.logic.getCurrentController()
own = cont.owner

keyboard = bge.logic.keyboard
mouse = bge.logic.mouse

zKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.ZKEY]
sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]
dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]
qKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.QKEY]
lefM = mouse.events[bge.events.LEFTMOUSE] == bge.logic.KX_INPUT_JUST_ACTIVATED
rigM = bge.logic.KX_INPUT_ACTIVE == mouse.events[bge.events.RIGHTMOUSE]

spaceKey = bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.SPACEKEY]

# Met de juiste toetsen moet het Personage de juiste animaties spelen
if zKey:
    own.playAction('metarigAction',31,52,layer=0, blendin=0, play_mode=bge.logic.KX_ACTION_MODE_LOOP)
elif sKey:
    own.playAction('metarigAction',52,31,layer=0, blendin=0, play_mode=bge.logic.KX_ACTION_MODE_LOOP)
elif lefM:
    own.playAction('metarigAction',79,100,layer=1, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PLAY)
elif rigM:
    own.playAction('metarigAction',135,145,layer=2, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PLAY)
#het personage moet altijd ademen wanneer niets anders is ingedrukt
else:
    own.playAction('metarigAction',5,21,layer=0, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PING_PONG)
main()

this is the line for the aiming animation:

elif rigM:
    own.playAction('metarigAction',135,145,layer=2, blendin=2, play_mode=bge.logic.KX_ACTION_MODE_PLAY)

THANKS IN ADVANCE!
Hope I made myself clear!

G.

In your code rigM will be constantly true when the right mouse button is held down. This means the action will keep playing. Try changing bge.logic.KX_INPUT_ACTIVE  to bge.logic.KX_INPUT_JUST_ACTIVATED in your definition for rigM.

Give the breathing animation a lower priority by setting the priority argument on your playaction call to a high number. See the Game Types API Reference for details. If you don't want other actions to play while the right mouse button is held down then change your logic to not play the action when rigM is true.


trackers not showing after making camera solver I've been tracking a video but when I add the object constraint "camera solver" trackers aren't showing in the 3D view...can you help me, please?
Thank you

Enable Motion Tracking in the 3D viewport.

For 2.8 the option is found as an overlay.


How would I go about making variations of the same model? For example, say if I had a character model that had wings and I wanted to have a version of that model that did not have them. Would I have to model the character a specific way in order to achieve that, or use some kind of shape key or other method?
I'm still semi-new to blender at the moment so i'm not sure.

This question is pretty wide and depends a lot on the use case - for wings they're gonna need to be animated so will need a different set of bones so probably a different model. Though if you were happy just to slot them on the back you could rig them separately and parent them, though they wouldn't be part of the same mesh. However then you could have lots of other things that could go in the slot on the back, so again, depends on what you want.


How to model the three aortic valve domes with polygons? The aortic valve consists of three sinuses of equal dimensions, in the form of dilated sacs (domes), as shown in the attached figure. The sacs have continuity with the walls of the ascending artery and form an arc. The coronary arteries originate from the right and left sacs (aortic sinuses) (see figure).
How to extrude the three aortic sinuses from a cube or cylinder in blender?

A possibility to model it is to start from the idea that half of a subdivided cube is nearly half a sphere:

From that, we can take a circle as guide, subdivide the cube and adjust vertices to conform to a third of the guide:

Once ok with it, duplicate it twice around the circle centerr:

Join them, add an edge loop at the junction, close the center. Then rip from the center in order valves to be separated:

Add a solidify modifier.

Extrude, clean the junctions to the artery:

Steps included in the file:


How do I hide this top panel and where did my menu bar go? Please tell me how to hide the top panel. Dragging any of the corner handles up on the other panels does not work.

The trick in this scenario is you have to collapse all the lower panels so that you have 2 horizontal panels, then join them to one and then start out again to create the layout you want.


Animating a rotation but with acceleration I am working on an animation where a wheel is rotating. This has been done using the 'cycles' modifier on an F-Curve. Now I want it to slowly start up a few seconds into the video, and from frame X on, it should rotate at constant speed.

Adding the accelerating animation is quite simply done by inserting a keyframe before the rotation and adjusting the graph accordingly. However, the cycles modifier insists on repeating the acceleration part of the curve, too. In my case, I need the modifier to only repeat the constant rotation. I have not found a way to restrict the keyframes that should be repeated with the 'restrict frame range' settings. Can this be done and I just haven't seen it?

After inserting acceleration:

Expected graph (edited):

Unfortunately, the cycles modifier can't be set to repeat only a certain part of the action. You have two alternatives.

Linear Extrapolation

Press Shift+E and choose Linear Extrapolation. This way the wheel will keep rotating based on the last two keyframes up to infinity.

Use Non Linear Animation

Go to the NLA editor. Press the down button. The active action will be converted to an action strip. I have duplicated the action strip with Shift+D and moved it to the frame, where the original strip ends.

With the second strip selected, we can set it to the original action, if a duplicate action was made, although this is not necessary.Set the Start Frame to your second keyframe, frame which one one the wheels rotation has reached its final speed. Set the End Frame to the last keyframe. Set the repeat scale as desired.This way the linear motion of the action is isolated and repeated.


How to create stylize hair shader I'm trying to find a way to create a stylize hair shader, similar  to the references image below. Specifically the highlighted part and the little details of the hair strand. I used to manually paint them but it not very time efficient  and the details is not always consistent in quality.
Hence, I'm wondering is there a way to replicate it through other methods? It don't need to be 100% identical to the references image just something similar would do.
Thank you in advances.

You could try it with a curve that you bevel with a second curve as Bevel Object and a third as Taper Object. For the material it looks like a painted picture (a bit more stylized than what I've used here), so maybe use an image editor then import into an Image Texture node? Then duplicate, and probably convert to mesh to work the shape a bit more precisely (keep it low-poly like in your picture):

You could also try a procedural material:

From what you say, in your reference image, the hair are painted, it makes things much easier, so maybe mix painted and procedural effects (particularaly bumps and glossy effects):


Best way to move scale pivot with mirror modifier There are times when I'm box modeling with a mirror modifier where I want to scale a face from the center axis (that I'm mirroring over) NOT the center of the face.

Currently I'm doing this:
Enter Edge Selection Mode and select and edge on the center axis
Shift - S to snap 3d cursor to edge
Use S then X to scale on just the single axis

Is there an easier way to do this?

Thank you.

To do this:

Switch to edit mode

Switch to edge selection

Select required edge

Shift+S --> cursor to selected

Result:


Extracting refraction info and mix I'm newbie in Blender, and hope that my question would be relatively simple :)

Now i render some images for my game by Blender, which i feed to Pixel Shader (PS) and achieve refraction effect by displacement of original texture.

Here is the PS

float4 PixelShaderDisplacementFunction(VertexShaderOutput input) : COLOR0
{
    float4 color = tex2D(assembleSampler, input.UV.xy) * 2 - 1;
    float2 UV = input.Position1.xy + color.xy / 64;
    return tex2D(screenSampler, UV);
}

It uses R & G channels as XY offset position of currently rendering pixel and looks up for proper pixel of already rendered screen texture.

Just for ex. if R == 0.5 (0x80) then there will be no displacement at all, but 1 - (+64 pixels ie to the right) and (0) - (-64 pixels to the left), for G is the same, so you should get the idea.

Well, for now i can extract refraction by using such a method - 256x256 ramp texture where R & G for X & Y respectively increasing from 0 to 255 is placed as background texture for the scene, and scene itself is rendered with 256x256 resolution (note that object must have perfect white color, so there refraction just moves ramp texture color to a different place without any other changes)

After a scene is rendered, i subtract original ramp texture, and actually get the offset for each pixel.

Divide and Add nodes are used to adjust color space, ie ((SrcColor + 1) / 2, or SrcColor / 2 + 0.5) and color (0,0) becomes (0.5,0.5), but (-1.0, -1.0) -> (0,0), and (1.0, 1.0) -> (1.0, 1.0). Btw, i'm not sure if Blender texels internally are vector4 type, so this math may not work properly, but not verified it yet.

Other nodes are used to remove some artifacts and output to 64x64 image.

So, this method does work, but also i would like to use other channels - Blue for index in lookup texture (1D with 256 colors, say VGA std palette), and Alfa for opacity of this indexed color.
Then the PS should be something like this

float4 PixelShaderDisplacementFunctionAdvanced(VertexShaderOutput input) : COLOR0
{
    float4 color = tex2D(assembleSampler, input.UV.xy);
    float2 UV = input.Position1.xy + (color.xy * 2 - 1) / 64;
    float4 srcColor = tex2D(screenSampler, UV);
    float4 paletteColor = tex1D(vgaSampler, color.z);
    return srcColor * (1 - color.w) + paletteColor * color.w;
}

And the question is, how can i render a scene twice - 1st as now, and second with tinted object with some semi-transparent color, then subtract 1st from 2nd to get pure tint color with opacity, find most suitable palette index from supplied texture and then mix it to final image ? Not sure, but maybe somehow with Python ?

P.S. While this PS works pretty cool, but not perfect, so objects just do refract and not actually visible, seems like a ghost effect, but tinting should make this look perfect.

Thanks for your help !

Seems its not interested by anyone, but i'had solved the problem.

Here is the video https://youtu.be/S4yfnxffJmA

And here is preview

Actually i've compressed all the 3 channels to one (to 6x6x7 palette), but it was not looking good. Had to refactor many things so there are 4 + 4 channels, (2 for displacement + 2 are free for future use) & 4 for tint as standard RGBA.

Here is the final PS

float4 PixelShaderDisplacementFunction(VertexShaderOutput input) : COLOR0
{
    float4 color = tex2D(assembleSampler, input.UV.xy);
    float2 UV = input.Position1.xy + (color.xy * 2 - 1) / ZoomMultipliedBy64;
    float4 srcColor = tex2D(screenSampler, UV);
    return srcColor;
}

ZoomMultipliedBy64 = RenderMatrix.M44  * 64f, to neutralize effect of zooming


Mirror modifier can not be used in edit mode I am using a technique I found on YouTube titled "Blender 2.59 Boat Hull Modeling Tutorial with converted B-Spline Guides".  Here is the link I used:  https://www.youtube.com/watch?v=ij6RicPUoaA&feature=iv&src_vid=aWoB5x6VPkc&annotation_id=annotation_370854

I have followed along with it and made those B-Splines as best I could using the orthographic views I made of the model using Inventor.  So far everything worked except for applying a mirror modifier to the plane as described at time 23:53/42:28 in the tutorial.

I understand that the narrator is using release 2.59 and we are using 2.72, so the problem may be a version issue but I'd appreciate some advice as to how to continue.

You can see in this image that the narrator is applying a mirror modifier while the plane he has created is in the edit mode.

When I try to do that I get the message "Modifiers cannot be applied in edit mode".  My question is, "How can I continue modeling the hull as shown in the tutorial if I can't use the mirror modifier?"

The person who made the video is simply saying 'apply' instead of 'add'. They do not 'apply' a mirror modifier, they just 'add' one. At no point, at least around the time you mentioned, do they actually press the 'apply' button on the modifier.

If you were to apply the mirror modifier you would no longer have a mirroring effect on edits you make to the object. You only get mirroring for as long as the modifier is added to the object and not applied. When you are finished you can press 'apply' and the mirrored side of the mesh will now be editable like any other piece of geometry. Seeing as at that time in the video he hadn't made much geometry it wouldn't have made sense to apply it.

So, to summarise, to use the mirror modifier you just have to add it to the object by choosing it from the list of modifiers.


Having repeating problems with hotkeys and mouse controls, how can I fix them? Over the past few weeks, shortly before 2.7 and during 2.7, I've been having trouble with various hotkeys and mouse controls.

Occasionally,

LMB will not grab a transform axis to manipulate objects, but it will only relocate the 3D Cursor.
Numpad controls go from changing view to switching layers.
Many other controls, such as Ctrl+ and Ctrl- for growing and shrinking selections, refuse to work or work differently unless I press or hold the Esc key first.

The interesting thing is that this doesn't happen constantly.  When I start a session of modeling, controls work normally, but at some random point during the session the controls will flip over to what I described above.

ESC Required

One possibility would be that you've accidentally activated a selection or an operator awaiting further input?

In this case the Header of your 3D View might change to something like:

Example for Knife Tool

ESC would cancel such operations.

Possible Solution

On Windows you can have different keyboard layouts and switch between them by pressing Left Alt-Shift which happens very easy when using Blender.
If this is the reason change the Hotkeys in Windows: Control panel / Region & Languages / Keyboard & languages / Change keyboard / Advanced key setting

Numeric Input

On my machine the numeric block is independent from whether or not the NumLock is active it never switches the layers as the normal digits would do. The option Emulate Numpad in the User Preferences / Input would make the main keys 1 to 0 to switch the Views Orientation. But it's never the other way around.


Fire Simulation Not Rendering Been working on this fire simulation.  I'm new to the simulation but have done a ton of fiddling around with settings and looked at some questions.  Why is the domain not rendering correctly?  It's rendering as a solid cube (bottom picture) instead of the simulation.  Also, I am in Cycles Render.  Thanks in advance,

Tyler

You don't have the correct material for the domain. You used a diffuse material for the domain, so it's definitely going to be just another box. The cube on the viewport is just in wireframe draw type, which you can find and change in the object settings.

In Blender Render people used Voxel Data for Smoke Simulations to make the domain transparent and to only show the fire or smoke that you're rendering. But in Cycles there's this Attribute node. Now I have no idea why or how it works, but it works so I'm using it. Here's the node setup I'm using.

You can change the color of the fire with the color ramp, and you can change the density of the smoke and the amount of light the fire emits by changing the value on the multiply node.

About the Attribute node, you can find more about it here if you wanna see what else you can do with the smoke simulation: https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/attribute.html


Can you make custom seams "between" faces? The only way I know of how to make seams are along edges and vertices. But is there a way to create "custom" seams between faces without adding geometry to create ID color maps for texturing purposes? Hopefully the question makes sense.
For example, left is the default geometry, right is where I would like to add a seam for a utility belt.

I'm aware I could probably just add an edge loop there without much consequence, but there are other examples where that isn't an optimal solution so I'm exploring my options here.


what are the pros and cons of using particle systems when simulating smoke/fire? ive seen many tutorials where a particle system is used for the smoke simulation. what are some reasons to use particle systems and not directly simulate the smoke? what are some instances where i should use/avoid using particle systems for smoke sims?

One reason for particles is that you can control the smoke flow even more. Think of boids e.g. which cannot be done directly. Also the forces are sometimes difficult to handle and the result can only be guessed, so you have to tweak values, bake it again and check, whether the result is useful. Particles react with more granularity and the results are better reproducible and much faster to produce - i think.


Join two meshes at the intersection within edit mode Problem

Curiosity question here, I have the problem where I have created two meshes have inside the same object (so we are inside edit mode) with the purpose of combining both of them as one joined mesh

For example, as illustrated here:

Question

In the picture, I have two mesh object that are disjoint, One 'large shell' mesh and rectangular square mesh. I wish to join these two faces as I showed in the picture and then clean up the unneeded vertices. Is there a way to do this within edit mode?

Cheers

Press "SPACE", select search, type "intersect".
Click "Intersect (Boolean)".
Select "Union" from the dropdown menu.
Done.


Text setting only when active I know how to dynamically set the value of a text property in game using logic  bricks, a log prop, a string and all that jaz, but how can I restrict when typing will edit it?

Like if I had a first person shooter, I wouldn't want the string to say something like:

  wwwwwwwwasdaaaaaaaaaaaaawwwwwwwwwwwwwwwwwwwwwwww

every time I moved around. How can I make it so it only types one character after I press a button?

EDIT: just to clear up any misunderstandings, this will ultimately be used for the game hangman. Each letter will be it's own text object, that way I can check for letter matches easily. But this also means that if the guys who types the word to begin with, all the letters will change to it at the same time. say he was trying to type "GHOST" the second he hit "G" the word would look like "GGGGG". now obviously,this makes hangman winnable in one turn, but that's not really why it's bad. It's bad because you're no longer guessing a word, only a letter. And that's not how the game goes. So to solve this, I need to make a system that will only make the letter that is active (or has the property "Active" set to TRUE) be the one that gets typed in.

So I can have a system, starts with one empty that controls all of the text objects. All it has is a property called "numbers" that increases one when you hit anything but leftArrow, and decreases when you hit leftArrow. now, my six (6) text objects, each representing a single letter, will always-and-copyProperty from "Numbers".

For the first letter, if the value is one, you are active

For the second letter, if the value is two, you are active...

ect.ect.

only when a object is active will typing change it's value.

Okay! so I figured it out, and now I can start making my game. The "log" property, which I always thought was somehow logging the letters I entered, really doesn't. (misleading name :P)

I read it's description, it said:

  Property that indicates whether to log keystrokes as a string.

and I was like "OH! hey! I got this!"

so it turns out that if you make the log property a boolean, the text only gets typed if it's true.


How to creat those round edges? I found this "Ghost" image online, and I tried recreating it in Blender.

I started with a Cube then applied a Subdivision to get the head, but my problem was creating the tail.

How to get that perfect rounded tail?

I even tried it with Cylinder instead of Cube, still failed. :(

In my opinion, you should sculpt it, but if you want to model it here is an example:


Shortcut to select next bone in chain I can select all bones in a bone chain in sequence by using "ctrl+" shortcut. However if I just want to move to the next bone (in the chain), highlighting it and unselecting the previous one. Is there a shortcut for this?

To select the next or previous bone in the same chain, do this:

Select the armature RMB
Go to Edit Mode TAB
Go to level up [ or level down ]


Reel in anchor using physics I want to animate an anchor being pulled in by a motor on the boat. The anchor is attached to some chains. I am having trouble with the physics. I am using the built in physics system, not the Blender Game Engine. On the boat I have a motor that is turning. Is is attached to the chain which is attached to the anchor. How can I use physics to animate the reeling in of an anchor?

blend file

The motor

The anchor

my attempt so far:

as you can see it's not working like it should.

http://www.pasteall.org/pic/show.php?id=67306

There are several issues with your file:

The object origins are not centered. The origins are used to calculate the center of mass, which means that they can result in strange behavior if they are not correctly centered. Press CtrlShiftAltC> Origin to center of mass to snap the origin to the center of mass.

The intersecting concave links are using the Convex Hull collision shape. Because the hole in the middle of each link is a concave shape, the links then collide and fly apart. To the simulator it appears as if the links are inside one another.
However, note for a chain I recommend using Constraints instead.

Some objects have unapplied transforms. In many cases applying the scale and rotation can improve the stability and behavior of a simulation. Just beware when applying transforms to animated objects.

Animated is not enabled on the capstan. Enabling this is important if you want to control rigid bodies with the animation system.

Setting up Constraints for a chain:

Select all the links in the chain.

Press Connect in 3D View > Tool Shelf > Physics > Rigid body tools, then set the constraint type to Point (sort of a ball joint) and the Connection Pattern to Chain by distance:

By default the new constraints (added to the empties) will have Disable collisions enabled which disables collisions between objects constrained to each other. I recommend leaving this setting on, and keeping the collision shape on Convex Hull as nothing besides the links themselves are likely to try and pass through the hole.

 (For Blender 2.8)


How do I convert an stl to an mdd file so that I can use the mesh cache modifier? I have multiple stl files that I am trying to show frame after frame so that it looks like the mesh is animated. I have tried to use the mesh cache modifier with stl's but it says "no such directory found" I believe this is because I am not using an mdd or pc2 file. How can I convert these stl's to mdd or pc2?

To convert stl files to mdd files import the stl, then export it to mdd using the official addon "NewTek MDD format" (just enable it).

Then you can use the mesh cache modifier, hopefully.

Another way could be, as I guess all stl files have the same vertices and similar structure, import all stl files as separate objects then select all them, and "join them as shape key".

This will give the last selected object as "base" shape, and each other object as an animatable shape key...

I'm not sure about the general layout of your objects, and thus if this could work, since you described nothing about them, apart the file format and the intended usage...


Changing properties of a keyframe Often I'll try changing the position of an object or whatever it may be, and forget to apply the keyframe, then the timeline moves, I quit the program, I start to render, or whatever, and either the keyframe before the change or the saved keyframe on that frame takes over and I loose all my work. Autosave isn't reliable so is there a way to have the keyframe auto-update to changes made to the properties it defines?

You can enable auto keyframing on the timeline by pressing the red button:

more info on the manual


Custom float property used in a driver need manual UI modification to work I'm currently creating some script to automate a cloth rig setup.

In the process I'm adding a custom float property to an empty and use it in a driver. It's a concept I wish to reuse for other purposes but had not figured out how to have that completely (and automatically) working yet. Unless I manually modify the custom property value in the UI and then update the driver dependencies, the driver will not pick the custom float property.

Here is an example that assume you have a Cube and a Sphere in the scene.

import bpy
source_obj = bpy.data.objects["Cube"]
source_prop = "influence"
source_obj[source_prop] = 1.0
target_obj = bpy.data.objects["Sphere"]
target_prop = "location"
axis_index = 2
driver = target_obj.driver_add(target_prop, axis_index).driver
v = driver.variables.new()
v.name = "var"
v.type = "SINGLE_PROP"
v.targets[0].id = source_obj
quote = "\""
v.targets[0].data_path = "[" + quote + source_prop + quote + "]"
driver.expression = "var"

If you run that you will see that the driver don't work.

If you then go modify the value of the custom property through the UI by selecting the Cube and setting the influence value to 0.5 for example.

Then go update the Sphere driver dependencies (and I really just mean pressing the Update Dependencies button), it then work as intended.

Does anybody know what I need to do to have that working programmatically without having to touch the UI? (In the case I want to add, let's say 300 custom floats).

bpy.ops.wm.properties_edit() is what is triggered when you edit the property, but if you try to add that to your script it will give you an error: Direct execution not supported.

You can apparently add properties to a whole class, but it's not what I want to do. I want to add custom property to specific empty only.

I'm using Blender 2.8 by the way

Thanks

H.

Ok I have figured out a solution.

If I save the file and reopen it, the drivers are working perfectly fine with what I have done with my script.

Might be an update issue with the property UI I don't know.

I could add a save/reopen at the end of the script, that would be an easy work around for now.

If anybody know how to instantly make it works please do tell so. Posting my answer anyway in the case someone else is encountering the same driver issue.


How to curve a flat object? Tried searching but couldn't find how to curve this in  the way I show with red lines (ms paint, sry XD)

Add an Empty, with rotation=90 (may be X or Y depending on the orientation of your slab).

Next, add a Simple Deform modifier to the slab, using the Empty as the Axis,Origin object:


Background doesn't render transparently despite checking Film-->Transparent; RGBA settings (cycles, v2.83) I'm trying to render an object with a transparent background.
As per the instructions I've found online, I have "Transparent" checked in Render Properties, RBGA/PNG selected in Output Properties.
Both Render Preview and the rendered image have the checkered background. But, when I save the PNG and import into Illustrator, PS, Word, etc., I see a semi-transparent gray background (top right object).
As a control, I opened a new blender file and simple dummy figure (glowing cube + plane with yellow emission), rendered it with the same settings and that worked.
So, I'm not sure if there's some other setting here that I'm overlooking. To test that, I made a blank blender file, imported all the objects and lights from the model I was first trying to render, matched the world color/PNG transparency settings, and found that that worked...but I lost a lot of vibrancy despite carrying over the lights and everything (bottom left object).
Clamps, light paths, samples are all the same.
Any tips would be immensely helpful.
Blender file that isn't rendering fully transparent:

You are using an Alpha Over node and mixing something over the image messing up the alpha as well. Just plug the correct alpha you want to the output to fix this:

If you need glow, you should add it instead of mixing it. Using alpha will not give you the correct results in other application if you need glow. Glow is made of light and it should be added to the image, not mixed with it, so you should make a separate glow image to add it in whatever software you are using for compositing over the background and the object placed on the background.


how to make a z-depth AND height pass? Struggling to work out how to make a depth AND height pass, so I can use them in compositing an animation of a city.

Depth is easy...height, not so...

Is there some way to mix a vertical gradient with a mist pass to get this result? Or is there a different way?

I am trying to get the effect of a denser mist at lower levels.

Let me know if i need to clarify further.

Basic idea : render additional layer with overriding material which assign a grayscale value based on the point height  , use this layer as height pass

Details :

create the overriding material that will replace all materials in the height pass as follows :

setup an the height pass to use the override material :

in the compositor use the color output of the Height layer as a height pass :

after compositing here is the result :
no height :

 with height :


Black spots on the model At the modeling step, I've taken an issue with my model. Around the deleted parts of UV sphere appeared a lot of black spots, which I also have taken with imported model in Unreal Engine 4.

Its looks like this:

And with enabled "Mesh analysis" (Distortion, with angles between 1 and 0 degrees)

How can I fix this issue? Or maybe it's a trouble of Blender?

I've seen this affect when using "smooth" shading on the model. Changing from Smooth to flat will probably fix this, but then your model also look - well - flat. You might want to subdivide your faces around the area a bit more, which should allow for a smoother shading (toggle back & forth between smooth & flat in Object mode to refresh the shading).


How do I make the cursor reset to the middle of the object? I have two objects that were mirrored using the mirror modifier. After I was complete with the object, I separated them to begin rigging. For some reason, the object that was separated still has its cursor on the other object. Any idea how to change that to make the cursor to the new object would be really helpful. I'll include some pictures. As you can see the cursor is still in the other other object, where I would like them to be in the middle of their own object.

Right-click on the object, then select 'Set Origin.'  Set origin to Geometry, and it sh/b in the center of the object.


Where is Add / Subtract button on sculpting in Blender 2.8 Sorry for the silly question but I'm having trouble finding those button on Blender 2.8. If anyone knows this, could you post screenshot of it or tell me where it is..?

P.s: I'm editing this since this has been identified as possible duplicated of another question. I'm not looking for ctrl button to change add and subtract. I wanted to know where the add / subtract button has been moved in Blender 2.8

On the right in the Tool preferences, you can find them there.


multiple file package changes in blender 2.7? In fact I want to pack many add-ons.

I was using some "standard" __init__.py check

but in reality this does not work, then I tried the example of wiki blender changing the deprecated import imp toof importlib import reload but this example does not work either!

I looked for some reference in manual but I do not get anything

also the CoDEManX code from link is not avalaible,... then ...

what is the current way of packaging multiple files?

I made the example of wiki blender with a little change. It seems to work well.
Version 2.79

# To support reload properly, try to access a package var,
# if it's there, reload everything
if "bpy" in locals():
    import importlib
    if 'simple_obj_import' in locals():
        importlib.reload(simple_obj_import)
    if 'simple_obj_export' in locals():
        importlib.reload(simple_obj_export)

import bpy
from bpy.props import *
#from io_utils import ExportHelper, ImportHelper
from bpy_extras.io_utils import ExportHelper, ImportHelper


Copy rotation on limbs curl when character is rotated The limbs on the ears, fingers, and feet curl whenever I rotate the main controller for the character. I checked for dependency loops, and tried switching the method of rotation to median point, individual origins, etc. But nothing seems to make any difference. Any ideas? Thank you all for looking at my question here.

Okay! So as it turns out, I was being awfully clumsy. I had a limit rotation on the feet, and was all upset when it didn't rotate all the way LOL! Also, I found out that I was using local space with parent for all the other limbs, such as the ears and fingers. The moral of this story is, always double-check your work. Thank you all for reading!


Is it possible to do a radius constraint in Blender? Is it possible to do a radius constraint in Blender?
For example, consider 2 cubes, 1 unit apart, as the following;

[]--1 unit--[]

If we move the box on the right up or down, it will retain same distance as the following;

    []
    /
   1 unit
  /
[]

This is not for Blender Game Engine, I simply want to set up constraints, but can't see of how to get it done in Blender.

I think what you are looking for is the Limit Distance constraint.

From the wiki:

  The Limit Distance constraint forces its owner to stay either further from, nearer to, or exactly at a given distance from its target. In other words, the owner’s location is constrained either outside, inside, or at the surface of a sphere centered on its target.


Cloning objects to multiple locations in Sverchok The attached set up works fine, but visually it's a mess, and I can't help wondering if there's a much simpler way of expressing this idea...

Objects A, B, C, and D are all clones of rotated cylinder M. A and C are slightly scaled down versions of M, and B and D are slightly scaled up.

Further, A and B share a fixed Y-axis, and C and D share a variable Y-axis.
A and D share a common X-axis, as do B and C. Theses axes are equidistant from x=0. Yep, they're the vertices of an imaginary rectangle, with side A-B centred on 0,0.

This is what my set up for this presently looks like:

Can this be simplified?

Inspired by some examples elsewhere, here's my best attempt so far, but it doesn't (yet?) solve the problem of setting A and C to a different scale from B and D...

...but as far as it goes, it looks a bit tidier.

EDIT:

Right, so, with Kabu's help, the inclusion of a 'simple?' List Input has solved the next part of the puzzle. Very neat - although Kabu has suggested that there is room for further optimisation as consequence of redundancy!!

(https://blend-exchange.giantcowfilms.com/b/JoWGSlO7/)


render only the shadows in Cycles Is it possible to create a matte shadow material in Blender Cycles?  For example, both 3DS Max and Maya have a preset material that only renders the shadow on the mesh.  It is great for applying to your floor when rendering to composite onto real footage.  I know that when you set up a tracking scene in Blender it automatically creates a node setup that composites the render on the real footage by using background and foreground layers.  But I have had problems with using that setup.  It would be simpler to be able to just apply a material that only renders the shadow on the mesh.

Is it possible to create that kind material in Cycles?

As David already mentioned in the comments, there are plans for this in the future. As for now you will have to go with the compositing method described in various answers here: https://blender.stackexchange.com/search?q=render+only+shadow

The most comprehensible tutorial that I have watched about this topic is this one: https://www.youtube.com/watch?v=k7gKzgvFiGM


Why do i have different normal directions? (ascii stl) Why does the blender show that the normal directions are different?

B.stl

solid B
        facet normal -1 0 0
                outer loop
                        vertex -5 5 -5
                        vertex -5 5 5
                        vertex -5 0 0
                endloop
        endfacet
        facet normal -1 0 0
                outer loop
                        vertex -5 5 -5
                        vertex -5 -5 -5
                        vertex -5 0 0
                endloop
        endfacet
endsolid

It's because the vertices of the faces are listed in different orders.

The first face (red) is listed clockwise, and the second face is listed anti /counterclockwise, when viewed from this side.

The normal of a triangle can be calculated from the cross-product of two of its edges. The function is not commutative, so the order in which the edges are taken matters.

In Blender, and most other 3D applications, the vertices of a face are ordered in an anticlockwise direction, when the face is viewed with its normal towards you.

Whatever the 'Facet Normal' variable is doing.. (is it actually a scalar? 1 or -1?) it's doing the same to both facets, so does not alter the inconsistency in vertex order.

Edit: On further reading, it seems that facet_normal is intended to be a redundant, pre-calculated normal of the triangle, measured in the same space as the vertex coordinates. If not used, it's probably best set to (0,0,0).

In the example given, it's correct for the blue face but inconsistent, (actually inverted) for the red face, as defined by the order of its vertices.


Why don't my materials reflect HDR images? When I load a HDR into my scene and set rougness to 0 a material it don´t reflect the HDR image. It´s like it take the light info but don´t reflect the imagen.

The left material have metallic 1 and rougness 0. The right one have metallic 0 and rougness 0.
I tried with Eevee and Cycles.
Am I missing some settings?
Regards.

It was a bug with Intel HD 4000 GPUs. It has been fixed in 2.90. Please try that.

https://developer.blender.org/T75943

https://builder.blender.org/download/


How to add the properties dynamically by using bpy.types.CollectionProperty? I'm trying to create an add-on which changes the number of bpy.types.BoolProperty dynamically along with the context by using bpy.props.CollectionProperty.
But, Blender will crash when I changes the status of dynamically created checkbox.
Is there best practice to change the number of properties such as bpy.types.BoolProperty?
To help understanding what I want to do, I will show the whole my codes.
import bpy
from bpy.props import CollectionProperty, BoolProperty
from bpy_extras.io_utils import ImportHelper

bl_info = {
    "name": "Collection Property",
    "author": "nutti",
    "version": (1, 0, 0),
    "blender": (2, 91, 0),
    "location": "",
    "description": "",
    "support": "COMMUNITY",
    "category": "UV"
}

class BoolPropertyCollection(bpy.types.PropertyGroup):
    checked: BoolProperty(name="", default=True)

class TEST_OT_TestOp(bpy.types.Operator, ImportHelper):

    bl_idname = "uv.test_op"
    bl_label = "Test Op"
    bl_description = "Test Operator"
    bl_options = {'REGISTER', 'UNDO'}

    bool_prop_collection: CollectionProperty(type=BoolPropertyCollection)
    bool_prop_list = []

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

        cls.bool_prop_list = []
        self.bool_prop_collection.clear()
        for i in range(200):
            item = self.bool_prop_collection.add()
            cls.bool_prop_list.append({"name": str(i), "item": item})

        for d in cls.bool_prop_list:
            layout.prop(d["item"], "checked", text=d["name"])

    def execute(self, context):
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        wm.fileselect_add(self)

        return {'RUNNING_MODAL'}

def menu_fn(self, _):
    layout = self.layout
    layout.operator(TEST_OT_TestOp.bl_idname)

def register():
    bpy.utils.register_class(BoolPropertyCollection)
    bpy.utils.register_class(TEST_OT_TestOp)

    bpy.types.TOPBAR_MT_file_import.append(menu_fn)

def unregister():
    bpy.types.TOPBAR_MT_file_import.remove(menu_fn)

    bpy.utils.unregister_class(TEST_OT_TestOp)
    bpy.utils.unregister_class(BoolPropertyCollection)

if __name__ == "__main__":
    register()

I found that elements of bpy.types.CollectionProperty must be added in invoke method instead of draw method.
I will also post the simple code for developers who stuck at this problem.
import bpy
from bpy.props import CollectionProperty, BoolProperty, StringProperty
from bpy_extras.io_utils import ImportHelper

bl_info = {
    "name": "Collection Property",
    "author": "nutti",
    "version": (1, 0, 0),
    "blender": (2, 91, 0),
    "location": "",
    "description": "",
    "support": "COMMUNITY",
    "category": "UV"
}

class PropertyCollection(bpy.types.PropertyGroup):
    name: StringProperty(name="", default="")
    checked: BoolProperty(name="", default=True)

class TEST_OT_TestOp(bpy.types.Operator, ImportHelper):

    bl_idname = "uv.test_op"
    bl_label = "Test Op"
    bl_description = "Test Operator"
    bl_options = {'REGISTER', 'UNDO'}

    prop_collection: CollectionProperty(type=PropertyCollection)

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

        for prop in self.prop_collection:
            layout.prop(prop, "checked", text=prop["name"])

    def execute(self, context):
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager

        self.prop_collection.clear()
        for i in range(200):
            item = self.prop_collection.add()
            item.name = "Prop {}".format(i)
            item.checked = True

        wm.fileselect_add(self)

        return {'RUNNING_MODAL'}

def menu_fn(self, _):
    layout = self.layout
    layout.operator(TEST_OT_TestOp.bl_idname)

def register():
    bpy.utils.register_class(PropertyCollection)
    bpy.utils.register_class(TEST_OT_TestOp)

    bpy.types.TOPBAR_MT_file_import.append(menu_fn)

def unregister():
    bpy.types.TOPBAR_MT_file_import.remove(menu_fn)

    bpy.utils.unregister_class(TEST_OT_TestOp)
    bpy.utils.unregister_class(PropertyCollection)

if __name__ == "__main__":
    register()


How to stop normal map from different seperate meshes from overlapping when baking? I'm making a game asset gun which are made of a number of seperate meshes so I baked the normal map piece by piece. There are some spaces between the islands and yet they still overlap, does this has something to do with margin?

try reducing margin in the bake settings


Why are my objects black? My models are black in the material preview and render view.
The problem arised when I turned on my project. Everything worked before.
I added the screenshot below.

You probably opened the scene world and here is how to close it: at the top right you have 3 viewports and at the right of them, there is an arrow points down, click it and there should be scene lights and scene worlds. You need to close all of them. If your problem something like I think, that will solve it.
And btw you need to add lights to show colours on rendering.


Editing Background Music All,

Let me warn you that I am very new to Blender, so please accept my apologies.

I am editing workout videos for my employer, and one of our instructors has her music way too loud. Is there a fix for this?

Thank you in advance.

If the video is already encoded into a single file with the instructor’s audio and the music, there is no easy way to do this, especially in a software with limited audio capabilities like Blender. There may be something you can do with a script, but advanced audio processing is not one of Blender’s strong suits.

If the video was edited in Blender, however, and you have access to the blend file, you can go to the Video Sequence Editor, select the audio track with the music and manually turn down its volume (by pressing n on the timeline to open the properties panel).

If it was edited in another software, you’ll need to open the project in the software it was originally edited in.


Why does defining a value make the script break when the value is not even used The script works perfect

class ObjectShading(bpy.types.Panel):
bl_label = "Shading"
bl_idname = "ObjectShading"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
bl_category = "Claas"

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

    obj = context.object
    mesh = obj.data

    row = layout.row()
    row.label(text="AutoEdgeBreak:")
    row = layout.row()
    row.prop(mesh, "use_auto_smooth", text="BreakEdge")
    row.active = mesh.use_auto_smooth and not mesh.has_custom_normals
    row.prop(mesh, "auto_smooth_angle", text="Angle")
    row = layout.row()
    row.label(text="ManualSmooth:")
    row = layout.row()
    row.operator("object.shade_smooth", text="Smooth", icon="SMOOTHCURVE")
    row.operator("object.shade_flat", text="Sharp", icon="LINCURVE")
    row = layout.row()
    row.prop(obj, "draw_type", text="Draw Type")
    row = layout.row()
    row.prop(obj, "show_wire", text="Wire")
    row.prop(obj, "show_transparent", text="Transparency")
    row.prop(obj, "show_x_ray", text="X-Ray")
    row = layout.row()
    #row.prop(mat, "alpha")
    split = layout.split()

But when I add the following value definition no buttons are drawn

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

    obj = context.object
    mesh = obj.data
    mat = context.material
    cmat = mat.cycles

What I try to do is to add an alpha value slider so I can set transparency for display and value in one area.

row.prop(mat, "alpha")

Yes, errors in the script's draw function will stop it from drawing beyond the line where the error happens (or it will stop drawing your panel entirely). The error you got is:

location: <unknown location>:-1
Traceback (most recent call last):
  File "/ui_panel.py", line ---, in draw
AttributeError: 'Context' object has no attribute 'material'

Fix this error and the panel will draw OK. It means context.material is the problem.

Get in the habit of starting Blender from Terminal during experimentation / development process. This will allow you to read the errors that occur when Blender doesn't explicitly tell you something's wrong.


BGE pressing space bar while in play mode isn't running script I'm new to bge, reading a tutorial on matrix, I downloaded the linked file, a very simple task, I'm supposed to go to bge, press P then press space in order to run the script. the problem is, it's not, I googled it to search for other examples, I thought may be I'm doing something wrong, but everywhere it says that this his how you do it, can someone please enlighten me.I'm attaching the .blend

This code is from pre 2.49. I'm pretty sure it runs into an error.

Always have the console window open when running the BGE with python code. Otherwise you will not see errors caused by Python code.

Convert the above sample to (BGE 2.5 and Python 3):

import bge

controller = bge.logic.getCurrentController()
owner = controller.owner

rotation_matrix = [ [0,-1, 0],
                    [1, 0, 0],
                    [0, 0, 1]]

sensor = controller.sensors["space"]

if sensor.positive:
    owner.worldOrientation = rotation_matrix


How to insert keyframe (a modifier property) to all selected objects? I've a set of 52 cards which all share same SimpleDeform modifier. Initially I'd applied a modifier to a single object and made 52 copies of the object. But at the end of the workflow I want to modify the deform angle of all 52 cards at once.
How to perform this operation ?

I originally thought you were using a driver for the angle property.  I don't know why I brain-farted like that.  But-- you should use a driver for shared properties like this, so that's the first thing we'll do.
Create an empty.  Right click in its X rotation field (for example) and select "copy as new driver."
Select one object.  Right click on the angle field and select "paste as new driver."
Now test it out by rotating your empty (in the X axis.)  You'll see your modifier's angle changes with the rotation of the empty.
But we want that on the rest of the objects as well.  Select the rest of the objects, with the first as the active selection, and link modifiers (ctrl l -> modifiers.) The modifier on the actively selected object, including any driven values, will be copied to all selected objects.
Try rotating your empty again.  You'll see that the angle changes, in unison, for all of the objects to which you copied the driven modifier.
You can drive from something other than rotation, something other than an empty, if you'd prefer.  But if you want everything acting in unison, it's nice to have a single thing to animate.  Frequent choices for driver targets are custom properties and bone transforms (the latter, because it vastly simplifies combining animations into single NLA strips.)


How do I get a camera to rotate instead of rotating the object in viewport New to blender coming from c4d. I need to set a camera to rotate around the object and at any time I would like to render the image or even to press 0 on my numpad the image it's exactly the one I have in my viewport. How do I do this in blender?

You can set the behavior of the viewport to 'Orbit around Selected' in Edit > Preferences > Navigation.

You can center on selected in the viewport by hitting Numpad..

You can make the active camera adopt the viewport view by hitting CtrlAltNumpad0

These could add up to the sort of interacion you're looking for?


How to copy a Cutout from one Object to another I have created a number of bearings.  All are now positioned where I want them. I cut out a center hole for the axle in one of the bearings.  Is there a way to copy that feature to the other bearings?

I know I should have duplicated the bearing after I had made all my changes.  I just want to learn if there is a way to copy shapes from object to object.

Based on the instructions provided by Leander, this is how a copied a hole from one object and added to another similar object.  Note - there are other easier ways to do this like Knife Project or simply making one object and duplicating it. But I wanted to learn.

Select object to copy from and tab into edit mode

Select vertices outlining the feature (hole) to copy.  In this case also selecting the faces which will replace the faces on the object to be modified.
Shft-D to duplicate the vertices and move them to the side

Separate the duplicate vertices from the original object by clicking P and selecting by loose parts

I should have done this next. Select other object and tab into edit mode. Select faces to be replaced and delete them. Exit edit mode.

Select duplicate vertices and Set Origin to Geometry

Select object to be modified and center cursor on object Shft-S cursor to selection
Select duplicate vertices and Shft-S selection to cursor
Add new object to duplicate vertices Shft-LMB
Join vertices and new object Ctrl-J join


2.91 fluid sim, renders w/o fluid I have a fluid sim that is baked and looks good when I play it, my water flows nicely.  When I attempt to render it to png as a series for future image sequence, the water does not even show up.  This must be a simple problem on my part.  None of the fluid sim videos seems to have any issues like this.  I reviewed and reviewed and searched, to no avail.  Help is appreciated!

Maybe you turn off the render in the outliner tab?


Blender BGE: set up a counter (python) this is my scritp that spawns random objects and I want to add a counter to it:

def spawnObjects():

    scene.addObject(randomObject1, "empty1", 90)
    scene.addObject(randomObject2, "empty2", 90)

spawnObjects()

print ("Spawned Objects are:", randomObject1, randomObject2)

So the script adds the objects and prints:

Spawned Objects are:, NameObject1, NameObject2

etc.

So far so good. But how can I get python to print:

Spawned Objects 0001 are:, NameObject1, NameObject2

Spawned Objects 0002 are:, NameObject1, NameObject2

Spawned Objects 0003 are:, NameObject1, NameObject2

Spawned Objects 0004 are:, NameObject1, NameObject2

etc.

etc.

Till infinity?

I suppose one needs a counter using "while" loop but I'm still not able to accomplish it the way I described it here.
Thanks for any help!

Add integer property to the object running this script and keep incrementing this property :

cont = bge.logic.getCurrentController()
own = cont.owner
scene = bge.logic.getCurrentScene()

def spawnObjects():

    scene.addObject(randomObject1, "empty1", 90)
    scene.addObject(randomObject2, "empty2", 90)

spawnObjects()
own['counter'] += 1 # this is the property that keeps count
print ("Spawned Objects %d are:"%own['counter'], randomObject1, randomObject2)

you can add a loop to spawn multiple objects at the same time,
you don't use a local variable ( defined inside the script )  because it get reset every execution of the script so you'll lose the count ,unless that is what you want.


My cycle render result is far different from my viewport how can I solve it left is my render result and right is viewport why are they so different
I want the result of right version not left
blender file is https://drive.google.com/file/d/1Q90wzIHG0yZwDQTdKmcXqJnCWGrF3ny8/view?usp=sharing

It's something strange. On my end, the image renders properly.
On the other hand, when I render an animation this error comes.
Edit: I think the change of colours is because you rendered the animation in eevee before and then are viewing it in cycles in the viewport.


How to install an add-on from a workspace template init file? How do I make a workspace-template-file execute a script?
In this case I would like to make the Video_Editing template run a script, which will add some buttons to the header.
That is in playback_functions.py which is located in the same folder as init.py
bin\Release\2.91\scripts\startup\bl_app_templates_system\Video_Editing\__init__.py

This is how to init file is looking with the two lines added:
import bpy
from bpy.app.handlers import persistent

@persistent
def load_handler(dummy):
    import os
    from bpy import context
    screen = context.screen
    for area in screen.areas:
        if area.type == 'FILE_BROWSER':
            space = area.spaces.active
            params = space.params
            params.use_filter_folder = True

    filename = os.path.join(os.path.dirname(bpy.data.filepath), "playback_functions.py")
    exec(compile(open(filename).read(), filename, 'exec'))

def register():
    bpy.app.handlers.load_factory_startup_post.append(load_handler)

def unregister():
    bpy.app.handlers.load_factory_startup_post.remove(load_handler)

playback_functions.py:
https://pasteall.org/Of5O
EDIT:
This works for getting the template installing add-ons, but only when running the script in the Text Editor, and not run as template, so do I do this?
# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

import bpy
from bpy.app.handlers import persistent
import os

@persistent
def load_handler(dummy):
    #import os
    from bpy import context
    screen = context.screen
    for area in screen.areas:
        if area.type == 'FILE_BROWSER':
            space = area.spaces.active
            params = space.params
            params.use_filter_folder = True

    path_to_script_dir = bpy.app.binary_path.replace('blender.exe','')+"/2.91/scripts/startup/bl_app_templates_system/Script_Editing"
    file_list = sorted(os.listdir(path_to_script_dir))

    script_list =[]
    for item in file_list:
        if item.endswith('.zip'):
            script_list.append(item)

    for file in file_list:
        path_to_file = os.path.join(path_to_script_dir, item)
        bpy.ops.preferences.addon_install(overwrite=True, target='DEFAULT', filepath=path_to_file, filter_folder=True, filter_python=False, filter_glob="*.py;*.zip")

    enableTheseAddons = ['textension', 'code_editor']

    for string in enableTheseAddons:
        name = enableTheseAddons
        bpy.ops.preferences.addon_enable(module = string)

def register():
    bpy.app.handlers.load_factory_startup_post.append(load_handler)

def unregister():
    bpy.app.handlers.load_factory_startup_post.remove(load_handler)

if __name__ == "__main__":
    register()

Updated template folder: Script_Editing.zip (212.1 KB)
This folder should be unzipped and placed in bin\Release\2.91\scripts\startup\bl_app_templates_system\

The init.py file inside the template folder will only be loaded when the user is selecting File - Defaults - Load Factory Settings, and not the the workspace template is selected at start up.
The process is shown in this video tutorial:
https://www.youtube.com/watch?v=ufSyony6eRE


How can I customize which Tabs show in the Tool shelf/panel? I'd like to be able to add or remove some of the standard tabs on the Tools panel:

because if I shrink the tab area, the tab names become unreadable:

So, is there a way to remove some of the tabs that I never use?

Afaik the only way is to remove the tab in the python file of the UI toolbar. You can find this file in your blender folder. For me it is:

C:\Program Files\Blender Foundation\Blender\2.XX\scripts\startup\bl_ui

The name of the file is : space_view3d_toolbar.py

For removing a tab you have to open this file with for example Notepad++.

Then you have to find the tab that you want to remove. If you want to remove the Relations tab for the object mode, you can follow below example.

First you have to find the section of the code for the object-mode. You can find it with this header in comment:

# ********** default tools for object-mode ****************

Next you have to find the right tab. The name of the tab is in the bl_category, so for our example we have to find this:

bl_category = "Relations"

Now we can get rid of our tab, by either deleting the class of the tab, or by just making it a comment block like this:

You just have to put three quotes like this: """, before and after the class that you want to comment out. I prefer to put the class in comment, so that you can recover it if you do something wrong.

Now you can save your file and restart Blender.


Blender3D - Getting artifact geometry when subdividing? So I'm trying my hand at Blender 3D again, but this issue keeps popping up when I try to use the Subdivision Surface modifier on certain shapes and objects. The following screenshots should illustrate pretty well what I'm referring to:

Any help would be greatly appreciated! <3

If you look at the algorithm for generating new vertices and moving the old ones in Catmull-Clark subdivision, you can see that the first step is the creation of a 'Face-Point' at the average position of all the vertices of an existing polygonal face. That point then has a significant influence on the placing of newly-created edge vertices, and usually a less significant influence on the movement of existing vertices.

If you have a very large face, whose Face Point is miles away from the vertices being interpolated, and that face has concave inclusions, so the Face Point lies outside the face, there is nothing to stop the newly-created 'internal' vertices at the Face Points, being placed outside the polygons bounded by the (adjusted) existing vertices.

In the top pair of objects below, the quad dart has been subdivided once. The newly created Face Point vertex, not dividing an existing edge (white) has been placed outside the sickle shape bounded by the other points.

In the second pair, the dart has been cut up by hand, so its components are convex.The newly created vertices after one subdivision are all inside the areas bounded by the existing vertices.

As you can see, with respect to this problem, it doesn't matter that all the faces are quads -  they will be after the first generation of subdivision anyway. The rule is: divide your concave faces into convex components - keep the Face Points internal to the edges that will be subdivided...


How to make rigid body flying Usually setting object with rigid body active will go down, is it possible to object go flying up?

1.Turn off gravity in the scene settings.
2.Now, add an active rigid body object and change the mass to something very small, like .003kg (this may need to be adjusted later)
3.Add a wind force field at the center of the scene (or origin of passive object) (make sure direction of wind is correct for your scene)

At this point things should be roughly working, so adjust the strength of the wind force against the mass of the active rigid body until the simulation is satisfactory.
Wind settings used in example gif are below:

Very basic example below:


How can I make object movement correlate to animation being performed? Let's say that we have a character with a walking animation, such as this one:

What would be the best way to physically move the character forward in a way that matched the animation being performed?

One could possibly just eyeball it, however I believe there must be a more efficient solution - perhaps some sort of collision logic to say "if foot moves when touching a collision object, move character in opposite direction"?

Presuming there is a more efficient solution, how would I extrapolate that solution to more complicated movements - for example, a character rolling around on the ground, or a character performing a cartwheel?

This isn't a perfect solution that automatically calculates everything for you, but maybe this will help. Use an empty plain axis parented to the character at the contact point to find the change in distance.

Press Shift+A to add an empty origin. Move it to the desired contact point and parent it to the character. If the axis isn't moving with the mesh when you're playing the animation, Tab into edit mode for the character mesh, and add the empty axis there. Since its now a part of the character mesh, the rig animations will affect it as well.

If you try to directly view the axis' location in the Item's property panel, you'll see that it doesn't actually change (due to that being its position relative to the parent).

To get around this, press ShiftS and select Cursor to Selected. That will move the 3D cursor to the axis' location, allowing you to see the axis' location via the 3D cursor location. To view the 3D cursor's location, press N to bring up a side menu, and click on the View tab.

By noting down the XY locations at various key points, you can find the exact change in position you want the character to follow by subtracting.

More complex animations such as cartwheels will get rather dicey as you want your character to be rotating about a different point. I'd suggest manipulating the pivot point while rotating the armature so that you can rotate the entire mesh around desired points.  This can be done by clicking one of the small buttons at the top of the screen shown below.

After that, I'd use a similar method of parenting empty axes to your mesh to find the displacement at various key points.


Huge cycles render - not possible to save image? I try to render a huge image in cycles. It's 16000x8000 pixels. Everything seems to work normally, the 4 CPU cores do their work, but once the final tiles are rendered the image vanishes and I can't save it. What could be the reason for this?

I think found the reason.

After the last tiles of the render finish blender suddenly needs a lot of RAM. More than I expected for the image buffer. Maybe because it uses floats and not bytes?

During my earlier tries I had a lot of chrome and firefox tabs open (browsers take so much RAM, incredible! :)) and only 2GB of the RAM were free.

When I rendered again, this time I closed most other applications before the rendering finished. With 5GB of free RAM it worked! :)


Best way to clean Blender? Blender recently started to act really weird, one of the most frustrating things is that Blender History states stopped working. I am looking for some advice on how to clean things that might be messing up my Blender.

Also I would really appreciate some help on how to make it as easy as possible to reinstall a new version of blender and transfer my old settings. I am using Blender 2.75a the official version today. I know that I can transfer the old settings after I install a new version of Blender but I am not sure if that's really good if some old script/settings are messing up some things how can I find where the problem is?

Here are some things to try :

first make a copy of your the config file.
restore default settings.
disable the user addons ( the ones you installed ).
enable the console and read the log for any warnings or errors ( addons could cause that ).
install fresh copy and don't transfer the settings ( in case the problem is not from your settings ) .


Blender does not scale or rotate in object mode? When I try to scale or rotate an object in object mode it doesnt work however it does in edit mode .

Stab in the dark, you might have 'Manipulate Center Points' selected, which prevents you from scaling and rotating an object in Object Mode.


Baked Physics Simulation Glitching I have a physics simulation with roughly 1700 objects (water bottles). I have baked the simulation and tried to render it multiple times. Rendering a single frame works just fine. However, rendering everything results in these weird glitches. As a result of having turned on motion blur, I can tell that the bottles seem to return to their starting position.
My solution so far has been to rerender the glitched frames and continue, however it is very cumbersome and I would like to prevent this issue in the future. Has anyone experienced this issue?
As a side note, the letters you don't see falling down were simulated and then the position applied. Then the rigid-body simulation was removed so they aren't consuming resources.
Also, the bottles are instances of each other (copied with ALT D) and not new objects (no SHIFT D).
Here are some examples:
Link to Example Sequence
The first Image is the result of rendering an entire sequence, the second Image is the result of a single rendering.

I would say this has to do with an outdated physics Caché. I’m not sure where to fix this exactly, but I’m pretty sure it’s in the scene properties/settings. Look for a “rigid body world“ and re-bake the caché.


How can I transform one end of a cylindrical extrusion to create a cone or needle-like structure? I have a mesh with a cylindrical extrusion and I would like to make this extrusion appear like a cone or needle.  I have tried scaling the end faces/edges/verts of the cylinder, but this scales the entire mesh.  I do not want to scale the entire mesh.

Before:

+================+
|                |
|                +=============================+
|                                              |
|                           cylinder           |
|                                              |
|    (mesh)      +=============================+
|                |
+================+

Desired result:

+================+
|                |
|                +=============+
|                               ========+
|                   needle/cone          ======
|                               ========+
|    (mesh)      +=============+
|                |
+================+

Yes, I'm in Edit Mode and, yes, pivot center is set to Median Point.

Here's a screencast of what is happening.

You are either in Object Mode or have the whole mesh selected.

Make sure that you are in Edit Mode (Tab). In the header of the 3D View:

Then press A repeatedly until nothing is selected. Then use border select (B) for example to select the right most vertices:

Then scale them down. It might be that you have to change your pivot point to Median Point.
Again in the 3D View header:

You also have to make sure that proportional editing is off (O) (header again).


How to create flat circular spiral made from quads? I have been trying to create a specific mesh, the picture showcased is the closest image i have found to demonstrate the mesh i want, basically a flat circular spiral made out of quads, with the gaps (colourful areas in picture) also being filled with similar quads. And of course all the quads must be joined together, so i can't use the array modifier. If anything is unclear, please say so, i realize this image is not optimal, and i am happy to clarify. Thanks in advance.

With your description, cubes with inset Faces, an Array modifier and a curve modifier is a good option. you might need to explain a bit more about your final goal.

using a cube with inset faces, adding an array modifier and curves modifier, then, inside the curves modifier you need to add an Archemedial Spiral (Shift + A > Curves > Spiral >Archemedial)


Is it possible to make seams thicker in Bender? Is it possible to make uv seams thicker in the 3d view in Blender?

At the minute, no, that does not appear to be an option. You can view all available theme options for the 3D view by going to File> User Preferences> Themes> 3D View:


Exported Blender UV Map is blurry I seem to have a problem that I cant find the solution for any where...

The problem I'm having is that when I export my UV Map and import into my editing program whether that be paint or paint.net I zoom in to the UV Island boundaries and I can see some blurriness and transparency; somewhat like it has some antialiasing. It would make my life easier if I could simply use the magic wand tool to select the right area for each face/island.

I've played with some of the settings in blenders UV tab in the UV editor and I cant seem to find anything that is fixing the problem with the exported texture. I apologize if I don't seem to make any sense, its hard to explain the problem im having and there are no solutions online from what I could find.

Image of what it looks like in blender:

Image of what it looks like once exported into paint.net:

Thankyou in advance!

PNG will be anti-alliased.

Try to export your UV map as .SVG. It will be anti aliased too but you can change this.

I'm using gimp (it's free). I don't know if you can do that in paint.net

Open your .SVG in gimp. Choose the size and check "Import Paths" and "merge imported Paths" (tried to translate).

in the "Paths" tab, click on "paint along path"

uncheck "antialiasing", choose your line width (color will be foreground color)

your lines will be exactly the color you want, nothing more, nothing less.


Separate objects can't be selected individually I created an robot arm that has multiple parented objects in it. After that I selected all individual objects (in object mode) and duplicated them with Shift + D. Everything worked normally.
But now after I saved and reopened the file every time I select certain objects from one of the arms the other equivalent objects from the other arms will also be selected. Like in the image where it will select all base pieces even though I only selected one of them. How can I separate these objects again ?
I used Blender 2.90.0 if that is any help.

I found the problem. It was the KIT OPS add-on every time you would copy an insert and reload the Blender file (save and reopen) the objects would be linked like that but selecting the effected inserts and pressing the "Remove KIT OPS props" button in the KIT OPS tab will fix it.


How would I go about texturing this? I finished this sculpt a few weeks ago and just came back to it to finish it up, but I don't know the first thing about realistic texturing. Any recommended tutorials? Apologize, very new to this.

As @metaphor_set already said, you cannot UV unwrap this high poly model without having a huge headache. That's why you need to do something called retopology, this is when you wrap a low poly mesh on top of the high poly mesh to get a low poly copy of the high poly mesh. There are many tools and add-ons that will make your life easier.

First I explain how you can do it without add-ons:

Add a new object with a single vertex
In the modifer tab add the subdivision surface modifier and the shrink wrap modifier
Enter edit mode, select the vertex and enable "snap to" (the magnet) and select faces

Now if you extrude the vertex over the object you will see it snaps to the surface of the object. With some tricks you can get very clean and easy to handle and animate topology

But if you want to have it even easier (I recommend) use retopoflow, an addon that basically does all the settings for you and has many tools for easy retopology. Tho I will not go  further here as there are many great tutorials on it already


How to animate a set of 2-D data points described in a csv file? I have a set of say 20 data points whose x and y coordinates are available in a csv file at each frame . I have 1000 sets of this data with each set describing the location of 20 data points at a given instant (say frame).So essentially i have information about how these 20 points move about in 1000 frames . How to animate the movements of this points as a function of time in blender from the csv file.

Other Questions on the site have described how to read csv files using python etc but none seem to describe an approach to a complete solution for a problem of this kind.

Note : I don't want to interpolate these points to get a mesh  .I just want to observe how these points move about with time as mentioned in the file.

An example of the set of columns in csv file:
Point ID  , X ,Y , time ,color

It would also be nice if you could tell me how to represent these points by circles centered around the respective x and y .

A sample file for illustraion: The following file contains a sample of data but in the form of a spreadsheet instead of csv.The time is in units of seconds
http://jmp.sh/v/JfC1Qdh0RTZ85kKzR3lS

I'm going to recommend that each point be represented by a circular mesh (You can create a prototype pretty easily using the Add/Mesh/Circle menu entry).  You will then add keyframes for the location data.

There are other answers about importing CSV data:

python script to read in .csv file containing quaternion coordinates and turn it into a path/curve for an object to follow

Here's the excerpt about keyframing position:

def keyframe_location(obj, fname):
    with open(fname, 'r') as loc_fh:
        r_loc = csv.reader(loc_fh, delimiter=',')
        i = 0
        for row_loc in r_loc:
            row_loc = [ float(x.strip()) for x in row_loc[:3]]
            fr = 10+2*i
            obj.location = row_loc
            obj.keyframe_insert(data_path="location", frame=fr)

            i = i+1

You will likely want to instantiate the graphical objects representing the data points using techniques similar to http://www.purplefrog.com/~thoth/blender/python-cookbook/link-mesh-array.html

import bpy

def army(mesh):
    scn = bpy.context.scene
    for r in range(10):
        for c in range(4):
            obj = bpy.data.objects.new("army", mesh)
            obj.location = ( r*3, c*3, 2)
            scn.objects.link(obj)

army(bpy.data.meshes["Cube"])

Any complete solution is going to integrate answers to about 10 distinct questions.


The Grid Mesh Generator has changed its outputs, how do I turn its mesh output to vertices and indices? I'm just trying to follow this tutorial but when I try doing the same in my computer, the output of the Grid Mesh is different:

Am I missing something here?

I guess the docs were not updated.

What you're looking for is "Mesh Info", it breaks down the information necessary from a Mesh Input


No shadows on transparent object ( Blender 2.8 ) EDIT: I've found a  solution that works in my case, i've posted that solution below.

EDIT 2: Fixed "Eevee settings" to "Material settings in Eevee"

So I've got a couple bushes in a scene and I noticed that they do not have any shadows on them, they cast shadows themselves but they don't catch shadows, I don't know if this is due to my node setup or some kind of inherent property of transparent textures, any suggestions/help would be greatly appreciated.

I've included pictures of the issue, node setup and settings below.

Issue in Eevee:

Issue in Cycles:

Node Setup:

Material settings in Eevee:

I figured it out, turns out it was my node setup and isn't specific to transparency either.

The issue is that plugging the mix shader into a proper shader (Principled for example.) would cause my textures to display as purple, so instead I plugged directly from the mix shader into the material output, this is what causes the issue.

To avoid it you can simply plug the image texture into a separate shader and then plug that shader into the mix shader instead of directly from texture to mix shader.

Hopes this helps someone else, I struggled with it for a while.


python controller module code works inside blender but not saved as game engine runitime I try to run a simple python invisible visible toggling python controller module. This works well inside blender, but not in the generated game engine runtime.

I have:

a 'Cube' mesh
a keyboard sensor named 'VisibilityKey' with 'All Keys' selected
a python controller in 'Module' mode with source 'mybpylib.visibilitytoggle'
controller and sensor are linked.

In the mybpylib.py file i have the following code:

def visibilitytoggle(o_ctrlr):
    if (o_ctrlr.sensors["VisibilityKey"].positive):
        for _ in o_ctrlr.sensors["VisibilityKey"].events:
            if (o_ctrlr.owner.visible == True):
                o_ctrlr.owner.visible = False
                print("i was visible")
            else:
                o_ctrlr.owner.visible = True
                print("i was invisible")

When I inside blender game engine press 'P' the invisible visibile  toggling of the cube woks perfectly by pressing any key.

When I 'File / Save As Game Engine Runtime'
the game get saved, but when I start the executable the invisible visible toggling does not work.

I am using:

Blender version 2.78c (and corresponding blenderplayer)
on MacOS X 10.12.5 (sierra)

I am still quit a blender noob.
It might be that I miss something simple but I can not figure out what.
Any help is appreciated.

Elmar

Monster's hint pointed me towards the real answer: Always look at the console window, when you are working with python.
(HowTo is described here: https://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/Interface/Window_system/Console_window .) When I was using the Embedded Player in the Blender Game Properties Editor, the console printed out that it not can "import bpy".
So I realized that I only have to "import bge" and not have to "import bpy".

The second part to the answer I found in MikePan's answer in this post:
Packaging external libraries in the game engine 'Create Runtime'. I work on a Mac and I simply had to copy the python file withe code for the controller into the Content/MacOS/Resources folder of the Save As Game Engine Runtime generated app.

This question and comments are as well related to the topic: BGE: where to place external python modules when exporting for Mac OS X


Looping animation of an FXB imported character I have looked at some of the answers given here and it does not seem to fit my situation.

The suggestion of using the NLA editor only repeats the animation as if it was a gif. In the attached clip I set the repeat to 2. I want the character to continue walking.
The other suggestion was to insert "Cyclic F-modifier" using Shift + E.  I tried that and no popup appeared.
The online video by Olaf which uses the node editor does not make it clear how to simply movement continues.

Any suggestion will be followed up on.

I am importing characters from Mixamo.  In order to get both the skin and key frames imported into Blender only the following procedure works.

When exporting from Mixamo make sure you select from the "Key Frame Reduction" either uniform or non-uniform.  The "Skin" setting defaults to with skin

I'm still using Blender version 2.79b so I don't know how this will work in v 2.8.
I could only get it to work with the Blender Render engine.  Cycles engine imported neither the key frames which can be edited in the graph editor nor the skin.  So since Blender Render will not be available in 2.8, I would like to know if anyone has successfully imported characters from Mixamo with the skin and key frames?

But even in Blender Render once I change to another object and then change back the key frames are lost in the graph editor. Is there a way to display them again?


Does Cycles calculate 0 factor shaders? If you have a material with shader nodes that are at 0 factor in a mix, does cycles still have to spend time processing them?

No, cycles doesn't have to spend time rendering those nodes:

  Unnecessary shader inputs inside the Mix Shader are now ignored, in case the factor is 0.0 / 1.0 and not connected.

Also if a node branch is not connected to output, that branch is skipped. So for example when you have a node group outputting multiple shaders, it calculates only the connected ones:

Or:

This way you don't have to use Mix node "0/1 switches" and you can keep your node group count low and organised.


How to recalculate the automatic weights for single bones in blender 2.8 I'm trying to weight paint correctly and quickly a 3D character in Blender 2.8. I have rigged it with auto-rig-pro and then I used the addon "Voxel and Surface Heat Diffuse Skinning" for the weight painting. It did a good job,except for the teeth. Infact when I open it,this is what happens :

Since I've switched to blender 2.8 recently,I still have to learn it. I would like to recalculate the automatic weights only for the bones which have a wrong weight. So,I pressed the W key,but I don't see the entry "Assign automatic from bones". Where is it ?

You will find it in the Weights menu. Upper left corner of the 3D view.


Seamless animation of Wave procedural texture Following advice from this question on Stack Exchange I’m now able to seamlessly animate generated textures. I’m now using these methods to animate stripes via the Wave texture.

Something that I’ve noticed is that the stripes only will appear seamless if the scale is set 1.88889 or multiples thereof (see gif below). Is there significance to this number? What does it relate to?

You wrong. Perfect number is 1,884955781 ( or Pi / 5 * value in modulo )

For answer the question, first you need to know, that exactly Wave Texture node do.

So I build in simpler nodes exact copy of Wave Texture node:

This node setup produce similar result as Wave Texture node, and you can check this:

So now we can follow the nodes, to know where 1.8888 is hidden.

We begin in modulo coordinates here, from reference question. As i see, you have 3 repeats, so I think you set 0.3333 in modulo. You didn't give any information about it, but it's looks like that I'm right.

x,y,z now is from 0 to 0.3333.

Next stop is my node setup, in first nodes texture coordinates are multiplying with the result of this two:

First, multiply 10: 0.3333*10=3.3333

Next it is our X-number, that you think is 1.8888. I call him X, so result is 3.3333*X.

Last stop - sine. You need to know, that Sine repeats in 2*Pi period. So now we can get eaquation:

3.3333*X=2*Pi

So X will be:

X=(2*Pi)/3.3333

X=1,884955781

So, you wrong. perfect number is 1,884955781


Default Menu is Gone I sometimes would get files from my workmate somewhere and everytime I open his files, I notice that the TABS are arranged differently. I'm more accustomed to the default when you open BLENDER for the first time.

Wherein the tabs are arranged from LAYOUT, MODELING, SCULPTING ....... SCRIPTING

His file however looks unfamiliar, starts with 3D VIEW, Animation, Compositing etc..

Is there anyway to reset all these back to normal?

Turn off Load UI when importing his file. This can be done in the import dialog.

To prevent UI modifications by foreign blend files in general, open the preferences, navigate to Save & Load, and untick Load UI


Why don't hair particles rendered as an object follow parent object when the parent object is falling under gravity as a rigid body? I  have an issue where i have a cube mesh, I create hair particles, and set the hair to render as an object, say a cylinder.  I then enable rigid body physics for the cube. I also have a passive plane below the cube.  When I run an animation, the cube falls as if under gravity and stops at the plane, but the cylinder particles remain in their original position?

If I add soft body physics to the cube and order the soft body physics before the particle settings, then the cylinders fall, but lag behind the cube.  The cube falls through the plane below, but the cylinders are stopped by the plane?

Here with soft body added (to top of stack).  Particles do fall but have a lower acceleration rate, and the cube no longer detects the floor and passes through the plane?!

I probably need some screenshots, but I'll give it a shot:
Blender hair physics cannot get the same physical behaviour as their visualized object. Not that the object gets inserted in the "Render" tab, not the physics tab. Hair have their own strand based physics, which are limited. Unfortunately (to my knowledge and frustration) you cannot even make the rendered object bend along the hair's path.
If that wasn't your question, make sure you did this:

If your using softbody, make sure they are above the hair in the modifier stack. And lastly, make sure to bake the rigidbody animation to keyframes.

Blend File


I did something and now my viewport is view is odd I did something now viewport solid looks like this:

There is a point somewhere out at infinity projected through the shape and the only 2 faces showing are the ones in the projection. Material preview mode looks normal.
What did I do?

You have enabled a Clipping Region (Shortcut Alt + B - easy to do by mistake). You can clear it by pressing Alt + B again.


Add build Modifier to Dope Sheet? I have a ton of things building in my file, but I need to be able to retime them. So say I have on part starting to build at 200frames and it builds for 100frames. I need to be able to change the start time from 200 to say 320 in a fast and easy way. Preferable from the dopesheet or graph editor. Because I have over 100 animating objects

Is there a way to add the build modifier timing to the dopesheet so build animations can be retimed?

While it's not the Dopesheet, but the Graph Editor, yes, there's a workaround to retime it. Animate the start frame of the build modifier.

So far the build modifier cannot easily be animated by percentage or face count (without using python). And the speed curve does not work with modifiers as of yet.

A workaround to achieve variable speed is as follows:

The build modifier is controlled by two values. Start and length. For this approach, length should be set to either 100.0 for easy calculation or to the facecount, if desired.

The trick is to animate the start value in respect to the current frame. Here are the rules: The modifier is stopping it's progress if you animate the start frame in parallel to the frame number. Start frame 50 in frame 50, start frame 90 in frame 90 (don't forget to set the IPO curve (sorry, I mean F-Curve) to linear or you won't be synchronous due to the ease in and ease out nature of the beziers).

The build modifier progresses forward if the start value rises slower than the frame number:
length 100,
start frame 50 at frame 50
start frame 100 at frame 150 (offset of 50)

will make the build modifier progress at half speed until the 50% mark and then progress at full speed, if nothing else is animated.

Whenever the start value is identical to the frame number, the modifier is at 0.0 per cent.

So the formula with which to calculate animation values is:

start value = frame number - (length / 100 * percentage)

You find the values in properties>>modifiers>>build modifier panel

Look at it a little bit like two cars, one moving at constant speed (frame number) and another catching up or falling behind (start value of the build modifier). The distance between the two cars defines the amount of built faces.


Objects move when initial pearenting is done So in the bone constraints tab I want to make a bone_a a child of bone_root and I have to use the Make Child Of constraint in the bone constraints tab because of how my rig is, but I do not want any bones to move when I parent them initially, I want them to move when I move the bone, not when I initially parent.

After add Child Of constrain to your bone, Make sure you press Clear Inverse then press Set Inverse button.


How do I texture paint symmetrically in blender 2.8? Where is symmetry setting in texture painting in blender 2.8?

In the 3D View N panel > Symmetry, or in the Properties panel > Active Tool > Symmetry.


Preserve materials when joining meshes In this answer is explained how to create an object which looks like a nucleus.

However, I have a problem when merging multiples spheres into one object. Exactly what I do is the following

1) I created a parent object with many spheres.

2) Then I do Object -> Apply -> Make duplicates real. This will give me all spheres, which are as before colored in red and blue.

3) I select all these spheres and Object-> Join (Ctrl-J). This gives me a single object that I would like to further use as a base object for other geometry.

But after step three all spheres become of the same color.

The question is how to preserve colors of individual spheres when Joining them into a single object?

Thanks in advance.
(I was using blender 2.80)

Perhaps a more suitable way of generating instances would be with a Particle System?

CtrlG Make a Group of a proton and a neutron
Make an Emitter object, (maybe a rounded cube, to avoid crunching at the poles?)
Assign a Particle System to the emitter
No physics, start and end frames at 1
If you want to vary the proportion of neutrons and protons, you can 'Use Count' in the settings

Settings to taste, but this produced the illustrated result.

Now you can hit 'Convert' in the modifier stack of the emitter.. and..
..Ctrl ShiftA 'Make Duplicates Real'
Because the material is not dependent on Object ID,  Ctrl
J preserves materials


Using morph targets with multiple meshes I have meshes from a game that uses morph targets. They are all obj. Files, and I have no clue how to use morph targets. One mesh will be totally ordinary, and then the next one has its mouth open. They have over 10 different meshes with 1 change, and the original mesh uses to move. Can anyone tell me how to successfully use these targets to get the results I need? Is there anyway to save those changes as shapekeys?

-thanks

You can 'join as shapes' two meshes, as long as they have equal number of vertices.

Select first the model with the morph and then the base model (shift+click); in the Shapes Keys panel click the arrow (triangle) and select 'Join as Shapes'.

This will create a Basis key, if the model doesn't have one already, and a key named as the source model (by default is set to 0, I set it to 1 in the image to show the result).


Can blender export vector images? Can you export a blender curve into a vector image? Is there perhaps an addon that can do that?

I think the freestyle-svg-exporter can do that.


Too Many rig layers (Rigify) I have two characters and two rigs. One character has already been generated with a rigify armature and the other is not yet generated. if I generate another rigify armature from the different rig, nothing appears, but instead it reselects the one with the already generated rigify armature and adds too many rig layers.

How do I delete this?

Fixed by clicking the generate button again in the separate rig. It seemed to update the rig but you have to set the ik/fk again manually.


Is there any kind of 'point' of 'target' in order to center things shown in the camera view? Is there any kind of 'point' of 'target' in order to center things shown in the camera view, like adding a little box in the middle of the view so i can adjust the scene?

You can enable the center guide in the Properties > camera settings > Composition Guides:

You might also want to look at safe areas:


Problem with Displacement I have just started using Blender a few weeks ago and I have been doing ok with it until recently when I changed some setting and now I can't get displacement to work on image textures.
Before I could use displacement images on bricks for example to get nice 3d textures with each brick raised out of the surface. But now when I add an image in the node editor with a displacement image and hook it up and add subdivision surface modifier and displacement modifier I can't get the nice 3d effect. Changing the strength or midlevel just seems to change the x and y displacement. Please help. I've attached an image of my workspace. Also I would like to know if it's possible to get displacement effects not just on each brick but also on the contours and ridges within an individual brick?
Thankyou.

you have not connected the Texture Coordinate to the Displacement Texture, would guess that causes the problem. Also switching the Image Texture Node from "sRGB" to "non-color data" give more accurate results


How and where can I post a video for review of Blender users, that shows my students work? This spring I taught 3D Animation at Calhoun Community College.  I posted several questions here that were very helpful.  My 4 advanced students completed a project that was on time and exceeded my expectations.  I thought that some of you advanced users might enjoy seeing it and the back story about what motivated the production.

If that is the case, where might I post a link to the Youtube version of it?

Unfortunately, this site is not a forum for posting or sharing work. I'd recommend posting it on BlenderArtists.org.