Wrong object position after unity import I created a 3d model which consists of 3 objects:

When i import this 3d model to Unity, one of these three objects is in the wrong position:

When i export the 3d model i have !EXPERIMENTAL! Apply Transform checked.

If i uncheck !EXPERIMENTAL! Apply Transform then the position is correct, but the rotation of the model is wrong (in Unity).

I believe in Unity Y-axis face upwards, while in Blender it's Z-axis. So it makes sense if your object rotates that way (thought it depends what options you use while exporting from Blender, there are options for Forward and Up axis). I would check rotations on all 3 objects in Blender and apply them if they are not at 0 (Object->Apply->Rotation).


Why does blender not compress file by default? When working with large blendfiles, then compressing maybe handy in terms of drive space. After clicking the 'Save as' or 'Save copy' option, I see an option of checking 'Compress'. Why is this not checked by default?

There is a checkbox in the User Preferences/File tab, if you want to have it checked by default.


How do I change the default color picker mode from HSV to RGB? Blender 2.8x default is HSV, but I want RGB like in 2.7x.
Saving startup file doesn't store new settings.

In the preferences settings one can only change circle to square or HSV to HSL, nothing more. No circle or square RGB

there is no option to change the color picker type to rgb
but you can download source of blender 2.83 and add an option to change colors to rgb

blender-2.83.5\source\blender\editors\interface_region_color_picker.c

Easy Solution
as you know enum has a default value

enum ePickerType {
  PICKER_TYPE_RGB = 0,
  PICKER_TYPE_HSV = 1,
  PICKER_TYPE_HEX = 2,
};

by default color picker type is PICKER_TYPE_HSV = 1
so you can change it to PICKER_TYPE_RGB = 0
 static char colormode = 0;

Hard Solution Adding to preferences
you should add a case for RGB in preferences
  switch (U.color_picker_type) {
    case USER_CP_SQUARE_SV:
      ui_colorpicker_square(block, ptr, prop, UI_GRAD_SV, cpicker);
      break;
    case USER_CP_SQUARE_HS:
      ui_colorpicker_square(block, ptr, prop, UI_GRAD_HS, cpicker);
      break;
    case USER_CP_SQUARE_HV:
      ui_colorpicker_square(block, ptr, prop, UI_GRAD_HV, cpicker);
      break;

    /* user default */
    case USER_CP_CIRCLE_HSV:
    case USER_CP_CIRCLE_HSL:
    case USER_CP_CIRCLE_RGB: # I ADD THIS CASE HERE
    default:
      ui_colorpicker_circle(block, ptr, prop, cpicker);
      break;
  }

there is a function to change the hsv/hsl to rgb:
void ui_color_picker_to_rgb(float r_cp0, float r_cp1, float r_cp2, float *r, float *g, float *b)
{
  switch (U.color_picker_type) {
    case USER_CP_CIRCLE_HSL:
      hsl_to_rgb(r_cp0, r_cp1, r_cp2, r, g, b);
      break;
    default:
      hsv_to_rgb(r_cp0, r_cp1, r_cp2, r, g, b);
      break;
  }
}

enum ePickerType {
  PICKER_TYPE_RGB = 0,
  PICKER_TYPE_HSV = 1,
  PICKER_TYPE_HEX = 2,
};

How does enum work?
 /* mode */
  yco = -1.5f * UI_UNIT_Y;
  UI_block_align_begin(block);
  bt = uiDefButC(block,
                 UI_BTYPE_ROW,
                 0,
                 IFACE_("RGB"),
                 0,
                 yco,
                 width / 3,
                 UI_UNIT_Y,
                 &colormode,
                 0.0,
                 (float)PICKER_TYPE_RGB,
                 0,
                 0,
                 "");

  UI_but_flag_disable(bt, UI_BUT_UNDO);
  UI_but_func_set(bt, ui_colorpicker_create_mode_cb, bt, NULL);
  bt->custom_data = cpicker;
  bt = uiDefButC(block,
                 UI_BTYPE_ROW,
                 0,
                 IFACE_((U.color_picker_type == USER_CP_CIRCLE_HSL) ? "HSL" : "HSV"),
                 width / 3,
                 yco,
                 width / 3,
                 UI_UNIT_Y,
                 &colormode,
                 0.0,
                 PICKER_TYPE_HSV,
                 0,
                 0,
                 "");

then you can use this function to change the color picker type:
bpy.context.preferences.view.color_picker_type = 'CIRCLE_RGB'

I also downloaded blender 2.79 source
I found a function to convert rgb to hsv
maybe useful:

2.79\scripts\addons\cycles\source\util\util_color.h

ccl_device float3 rgb_to_hsv(float3 rgb)
{
    float cmax, cmin, h, s, v, cdelta;
    float3 c;

    cmax = fmaxf(rgb.x, fmaxf(rgb.y, rgb.z));
    cmin = min(rgb.x, min(rgb.y, rgb.z));
    cdelta = cmax - cmin;

    v = cmax;

    if(cmax != 0.0f) {
        s = cdelta/cmax;
    }
    else {
        s = 0.0f;
        h = 0.0f;
    }

    if(s != 0.0f) {
        float3 cmax3 = make_float3(cmax, cmax, cmax);
        c = (cmax3 - rgb)/cdelta;

        if     (rgb.x == cmax) h =        c.z - c.y;
        else if(rgb.y == cmax) h = 2.0f + c.x - c.z;
        else                   h = 4.0f + c.y - c.x;

        h /= 6.0f;

        if(h < 0.0f)
            h += 1.0f;
    }
    else {
        h = 0.0f;
    }

    return make_float3(h, s, v);
}


How to make a moving emission shader? How can I have a part of an object be an emission shader and then have the emission move up the object ans start at the bottom again?
So for instance: I have a cylinder that has a normal principled shader and a ring that is an emission shader. I then want to have that emission part move up and down the cylinder. So that the glowing part moves up and down the cylinder. Or have it start at the bottom, move up and start at the bottom again.
I am assuming I could just make a separate object with an emission shader that moves up and down the cylinder. But I would love to learn how to do it in 1 shader. If possible at all.

Try something like this. All I did was separate the Z value of the object's vector, and run it through a Wave texture (scaled really small so it's a single band), and then control it's size even further with a ColorRamp, and it's position with a Mapping Node.
To change the position of the ring (in realtime), I used a Value Node with the value set to #frame (just type it in the box) - this makes the value change with the frame number when you animate. To control the up/down motion of the ring, I used a Math Node set to sine, as it will return a value that cycles between -1 and 1 as the input (frame number) increases. I connected this to the location input of the mapping node (which only affects the Z axis, due to the separation of axes beforehand).
The other math nodes that are there are to slow down the speed of the up down motion (Divide), and to change it's up and down range (Multiply) - you may need to adjust these values based on your preference and/or the size of your object.
Lastly I used this "moving ring" as a mask between my normal material and an Emission Shader:


Armature deforming mesh I'm trying to learn animation and I'm making an animated lamp but the mesh is deforming even with the deform tickbox unticked. What might be causing this?

The base is a child of stem bone, arm is a child of arm bone, head is child of head bone. The deform tickbox is unticked for each individual bone.

As you stated in your question you have different objects for the parts and parented them to the bones. So they are not deformed at all anyways. You have to make one model and parent that to the armature (not a bone) with automatic weights, then that option would probably work but I actually never used it


How to keep camera always in horizontal position? The camera is following the path from top to the bottom, orbiting around the wires. I would like it to be focused all the time on the wires in horizontal position. Is there a way to exclude Z axis from constraint tracking or any other method that would do the trick? Hope I make myself clear enough.

I have found the solution. All I needed to do is add constraint to empty - copy location and choose only Z location checkbox. Easy.


My Compositing doesn't output properly As you can see I have done some compositing in the main window and when I click render none of the compositing I have done is outputting.

Compositing is a form of what is known as post processing.  As the name implies, post processing is something that is done after the image is rendered.  The way Blender works, first your image is rendered, then the rendered image is sent through the compositor.  So you won't be able to see your compositing applied until Cycles is finished rendering the image.

Cycles tells you what is going on at the top of the render window, in your screenshot it says "Path Tracing" (which means rendering), when it finishes rendering it will start applying your compositing nodes and will say "Compositing" at the top.

Once the entire rendering process is completed (including the compositing), you can change what is displayed with the dropdown menu at the bottom of the UV/Image Editor.


Can't get my work to show on the cube I'm new to blender and am following a tutorial on youtube about making a nebula in a cube. I have done a lot of work and it's looking really good with my textures and such, so I save the project and go back in another time. Now when I open blender I can't see all my work show up on the cube anymore. I can still see all the texture files and such but the cube and background are just back to default. Is there something I am doing wrong? Is there something I have to press when I go back to blender to make it all show up again. I've started over 3 times now and the same thing keeps happening when I open my save.

Here are the 4 viewport shading modes: Wireframe / Solid / Material / Rendered. Use the shortcut Z to switch from a mode to another.

Wireframe to see the topology of your object, Solid to see the same but with a basic grey shade, these 2 first modes are ideal to work and move your objects, use AtlZ to enable transparency. Material to work on your materials, it won't take into account the lightings, so it won't give a good idea of your render. And at last, the Rendered mode, which is how you'll see your objects when rendered.


Particles: Setting object's origin is not fixing it not passing through the middle of the surface I'm trying to position the spheres in a way they are located above the surface (as if they were metal balls thrown on top of a table). I was attempting to do so through the use of particles, since it was something I haven't used in a while as a way of object dispersion. However, the particle objects were displayed passing through the middle of the surface (half above, half under).
I checked how to fix the issue and every source I looked into said the solution was to change the origin of my sphere. Sure, I had left it on the middle of the sphere. Then I changed it... However, it didn't fix the problem at all. As you can see in the image, the source of the particles (the selected object) does have it's origin set to the bottom, but it's still being placed as if the origin is in the middle.
Is this a bug? Did I miss some step? Have I done something wrong? I'm a bit annoyed here because I expected it to be a simple study but this is a mockup I have to send very soon.
As a side note, English is not my first language and the naming of Blender's menus often leaves me quite overwhelmed (it can be a bit hard to be showered with technical idiom not on your language), so I'll appreciate if answers are a bit more on the illustrative side. Thanks in advance!

Objects used as hair particles do not view Z+ as "up".  They must have a different orientation, for some legacy reason coming from the particle system's beginnings, afaik.
Model and texture your object, align it at the origin as though you were aligning a regular object on a ground plane.  Exactly as you have in the image you've presented.  Then, with the object selected, press R + X + -90 to rotate the object -90 degrees on the X axis, and then press Ctrl + A and apply the rotation.


Set Render/Camera resolution to Render Border coordinates I have been thinking about this for a long time. I decided that I would try finding a workaround or jump on the python train. But unfortunately I still don't have solution and I am at my wit's end. Here's what I could gather:-

  Setting border render coordinates using python:-

bpy.ops.view3d.render_border(xmin=188, xmax=423, ymin=271, ymax=489)

  Setting Render/Camera resolution using python:-

for scene in bpy.data.scenes:
  scene.render.resolution_x = 1920
  scene.render.resolution_y = 1080

My main objective is to match the camera/render resolution to the Border render coordinates so that the camera fits to the drawn render border. I want to do this mainly because it's easier and saves a lot of time than manually adjusting the resolution and the location of the camera.

Question

  How do fit the camera/resolution size to the render border through python ?

For perspective camera's you can use this. Original code from https://github.com/ChameleonScales/Camera-Cropper-Splitter just cleaned up a bit.

It uses the shift property of the camera to match the original camera image. For some cases this is useful, but other cases it ain't. Then you really need to move the camera.

scene = bpy.data.scenes['Scene']
render = scene.render
camera = scene.camera

orig_res_x = render.resolution_x
orig_res_y = render.resolution_y

border_width = render.border_max_x-render.border_min_x
border_height = render.border_max_y-render.border_min_y
border_left = render.border_max_x+render.border_min_x
border_top = render.border_max_y+render.border_min_y
border_res_x = orig_res_x*border_width
border_res_y = orig_res_y*border_height

# ▼ Focal length change ▼
if (orig_res_x>orig_res_y):
    if border_res_x > border_res_y:
        camera.data.lens /= border_width
    else:
        camera.data.lens *= orig_res_x/border_res_y
else:
    if border_res_x > border_res_y:
        camera.data.lens *= orig_res_y/border_res_x
    else :
        camera.data.lens /= border_width

# ▼ Resolution change ▼
render.resolution_x = round(border_res_x)
render.resolution_y = round(border_res_y)

# ▼ Shift X ▼
if border_res_x>border_res_y:
    camera.data.shift_x = (0.5 * (border_top - 1)) / border_width
else :
    camera.data.shift_x = (0.5 * border_res_x * (border_left - 1))/(border_res_y * border_width)

# ▼ Shift Y ▼
if border_res_x>border_res_y:
    camera.data.shift_y = (0.5 * border_res_y * (border_left - 1))/(border_res_x * border_height)
else :
    camera.data.shift_y = (0.5 * (border_top - 1)) / border_height


Edges not beveling evenly / correctly I tried applying the scale with CtrlA > Scale but it did nothing. How do I get the edges to bevel evenly?

Work on your Pre Beveled mesh, or undo the bevel.
You have double vertices in three of your corners. (remember I'm talking about the unbeveled mesh.)

Select everything (AA) and Remove doubles found in the tool shelf or from the specials menu W.

Then in edge select mode you can reselect the top edge with AltRMB , and use the bevel tool.


Why does my armature deform incorrectly? I have been trying to create a rig for my model of a dragon (it is a school project). I have restraints on the eye, inverse kinematics on the legs, and a spline restriction on the tail. I stupidly made the teeth as a separate object, sculpted the mouth to include the teeth, and then used ctr+j to make it a part of the dragon. Before using ctr+j, the teeth moved very weirdly but everything else worked. After joining the teeth everything went weird. How do I make this armature work?the images show what happens when I parent the armature

Here is an answer to your problem, it is basic rigging problem, you should follow tutorials on this topic:


Typographic Animation (walking letters) So I'm pretty new to blender and even watching multiple tutorials I couldn't quite find a way to do what I want. I want to make an animated gif for my site that is my name "walking".
The image explains a little better. However when I rig this it deforms the mesh letter, what I want is the letter follow the "bone" but without bending and warping.
Makes sense? Can I assign each letter do a different bone?

moonboots's answer in image ...

Select a letter, Shift select the Armature
Switch to Pose mode, select a bone and Parent to Ctrl + P > Bone

(Walk downloaded from Mixamo. I just added a keyframe of rest pose on frame zero, to let letters parent on straight bone pose.)


How can I check which of my collections are hidden in viewport? Using this part of code...
for collection in bpy.data.collections:
    print(collection.name, ' - ', collection.hide_viewport)

...I am trying to check which of my collections are hidden in viewport. But the result I get in console, has to do with the collection where are disabled in viewport!!! Any idea what is the correct way?

Looping collections through bpy.data.collections gives you classes of type Collection:
https://docs.blender.org/api/current/bpy.types.Collection.html#bpy.types.Collection
Looping collections through bpy.context.view_layer.layer_collection.children gives you classes of type LayerCollection:
https://docs.blender.org/api/current/bpy.types.LayerCollection.html#bpy.types.LayerCollection
The meaning of the property hide_viewport seems to be slightly different in these two class types.

In type Collection it means: "Globally disable in viewports"
In type LayerCollection it means: "Temporarily hide in viewport"
Type LayerCollection additionally exposes the property is_visible, which is True, when the collection is both enabled and visible

I guess LayerCollection.hide_viewport is what you were looking for.
Code example to see the differences in action:
print('Looping type "Collection", property "hide_viewport":')
for collection in bpy.data.collections:
    print(collection.name, ' - Disabled in Viewport:', collection.hide_viewport)

print('Looping type "LayerCollection", property "hide_viewport":')
for layer_collection in bpy.context.view_layer.layer_collection.children:
    print(layer_collection.name, ' - Hidden in Viewport: ', layer_collection.hide_viewport)

print('Looping type "LayerCollection", property "is_visible":')
for layer_collection in bpy.context.view_layer.layer_collection.children:
    print(layer_collection.name, ' - Enabled and visible: ', layer_collection.is_visible)


vertices stuck on axis I made a model (of a fish) using x-axis mirroring. Some vertices sit on the x=0 plane. I extended a selection of vertices on the mirror plane to make the back fin of the fish (see image). Now I want to give the fin a little more thickness by pulling the fin vertices out of the mirror plane. However, Blender doesn't let me move these vertices (e.g. the one selected in the image) along the x-axis. I disables clipping in the mirror modifier, even deleted the mirror modifier alltogether but still, when I hit 'G' for translate, and then 'X' to limit translation to the x-axis, the vertex doesn't move. (movement along other axes works, and other vertices of the model that are not on the mirror plane move just fine).

What else besides deactivating the mirror modifier do I have to do to release the locked x-axis translation?

In Edit Mode. Press T to bring up Tools Menu on the left hand side. Click on 'Option' tab and see if X-Mirror is check. Simply uncheck it.


How to remove these strange lines? When I coloured the texture with "F Fill" tool, then these strange lines appeared.
I tried to remove them desperately but they never disappear.

It's easy. Your UV map islands overlap with each other, and with the image border. Consider using some gaps for your UV map. Also you can use some bleeding in the paint Options tab to extend filling even more.
Also ensure if the 'Subdivide UVs' in the subdiv modifier is checked.
And also you can disable subdiv modifier when you paint the texture. The paint mode considers subdivided UVs, hence it keeps some edges uncovered.


2 objects use the same mesh; how to separate? I don't know how I ended up with 2 objects that share the same mesh (Cube.143) in my bench model; I want to have a unique mesh for each. Suggestions welcome. thanks

ps: I can't find any apparent linkage between the two objects.

In the object data section of the properties you'll see a number indicating the number of objects that share the same mesh. If you click on it it will make the object it's own different mesh.


Modify animated Armature BGE I have an armature which has animation. To play my animation in BGE I added an Always Sensor  ANDed it to Action actuator and set it's value to the animation. It plays good. But what I'm trying to do is rotate some of the bones during the animation using the keyboard with Python which doesn't work only if the armature didn't have any animation. Any ideas?

The action actuator will play the animation of the action. This animation consists of several channels. On armature actions these channels are the channels of the single bones. Typical channels are location, rotation, scale.
When the animation plays a channel it sets the pose of the bone regardless what pose the bone had before.
When you want to pose the channel via Python you should ensure this channel is not set within the action otherwise it gets overridden (the animation gets applied after the Python controller set the pose).
Solution
Remove all channels you want to manipulate via Python from within the action

Hint
When you play two actions that share the same channel only one of the actions will be played (unless


Precision modeling - how to achieve this simple shape? I know this is a basic question. I know how to model the shape below but I don't understand how, if I want to do it with precise measurements.

I started with a cube and set the dimensions but then how to do the diagonal face?

Can someone guide me on how to do this?

Thanks.

To create a mitered corner like that, start with a cube.

Set the dimensions here:

Apply scale type Ctrl A. This step is important read this.

Enter edit mode.

On top Ortho abview select the top left vertices and move them 0.026m on the X axis. To make precise movements use the numeric input features of blender: you can type directly the amount you want to move and in which axis, like this:

G .026X

(Meaning: grab/move 0.026m on the X axis)

Select now the vertices on the bottom right and Extrude 0.068m (or however much you need, since you omitted that measurement) on the Y axis

E.068

Switch the pivot point to Active Element, select one of the vertices on the left side to make it active and select the rest of the top vertices, and then scale to 0

SY0

In order to see measurements on the 3D viewport in edit mode enable Mesh display->Edge Info->Length

Note that the units used will be those that have been set up on the scene-units section.

(form the Blender Manual)

  Units

  You can mix units with numbers; for this to work, units need to be set in the scene settings (Metric or Imperial).

  Examples of valid units include:

  1cm

  1m 3mm

  1m, 3mm

  2ft

  3ft/0.5km

  2.2mm + 5' / 3" - 2yards

  Note that the commas are optional. Notice how you can mix between metric and imperial even though the display can only show one at a time.

Read on unit names here


Vertex parent disappears when joining meshes? I'm trying to attach a bunch of buttons to a dress. I used vertex parenting for each button and the result looks perfect. However if i join these buttons back to the main mesh (the dress) all the parenting effects vanish.
Is vertex parenting only used for separate objects so that it's useless when they're joined?
And if so, then is there any other good way to rig buttons?
The clothes i'm making are intended to be exported outside of blender, so i can't rely on constraints or modifiers if they won't save on the final result. I'm planning on rigging the dress and the buttons as one mesh in the end, hence the necessity for me to join the two objects.

This is the mesh i'm working on. The buttons are a separate object from the dress.

If i join the buttons with the dress and then use automatics weights on the combined mesh, i get this result. I thought that maybe i can fix it up myself in weight paint mode, but it's really difficult if not impossible to make them align with the dress perfectly.
Ultimately the question is: How do i get the buttons to stick to the clothes for use outside of blender?

If you've the possibility to place the button close to (or just on) a mesh vertex, you can report the bones influences of this vertex to the button.
Here is a magnificent example with a very beautiful dress and no less beautiful buttons:

To do that, once your dress is rigged (and again the button can be placed where a dress vertex is), select the button vertices, and shift select (as active) the dress vertex:

Vertical green stroke indicates the weights of the dress vertex (active).
Use the copy button to report these weights.
The button may deform a bit, but as you want all in one mesh, I think you can't avoid it.
A test case:


I have problems assigning different materials to different faces One plane with one subdivision= 4 faces.
In the material properties, I color with say, blue.  Then in edit mode,  I assign 1 or 2 faces to say, yellow.  Then blue faces become transparent.  If blue is at the top of the stack, then blues are visible but yellow becomes invisible.  If yellow is at the top of the stack, yellow becomes visible but blues, are invisible.  Each material is linked to object.
I tried resetting to factory defaults, and started a new blend file, same result.
Using EVEE. In cycles renders well, but the only viewport shading that shows correctly is rendered.
Had no problems when using 2.79.
Laptop computer with 4 gigs ram, no GPU’s, Windows 7. 2.83 (released June 3, 2020). NVIDIA GeForce GT 330M.  I just found at https://developer.blender.org/T71576 that the problem apparently is older graphics cards.  If this be so, when might the developers have a solution that we can use?
Noticed similar problem in can't use different materials in one object (blender 2.82a). But the answer (Go out of edit, then back in) did not solve the problem.

This might sound stupid but did you check you're not in x-ray mode?
If not, check the Blend Mode and Shadow Mode in the settings of the material tab. Make sure they are both set to "Opaque" if you're not using transparency otherwise materials can appear to slip through each other.


Strange sphere in my glass surfaces? I'm using Glass nodes from Blender Gurus tutorial but for some reason I get this strange sphere in all my glass surfaces. If I Enable Backface Culling in material settings, the sphere disappears from Viewport reflections but still shows in final renders.
Here is the node setup and a screenshot of the artifact:

How can I get rid of it?

As Christopher suggested in the comments, this glass hack has too high Fresnel value that is causing the issue. I'll use a different glass node setup.


Change Mask's opacity in Compositor? I'd like to change the opacity of this ink bleed that i've made using a couple of masks.
Here's my node setup:

I've tried adding a mix node and a set alpha node and attempted at changing the fac. value in hope of changing the opacity but it's not having an effect so i was hoping someone could help me out,

cheers for any help- much appreciated!

adjusting the value of a mask is accomplished by adding a math node in multiply mode. The second value acts as a multiplier for the alpha.

.


Using cycles volumetrics to make planet's atmosphere I have seen the tutorials involving the use of the compositor to produce an atmosphere, but I wanted to be more authentic.

Since Cycles now has volumetrics support, I have tried using the sphere gradient texture connected to a color ramp (knowing that black is 0 density and white is 1) to get an accurate density falloff (a factor of 10 every 10 kilometers), but the volume density still reaches the outer edges of the mesh.

Any way of doing this?

I don't really know how the gradient texture node works so I usually make my own gradient texture using the generated coordinates and a Seperate XYZ node.

Here is what I have come up with for a homemade 3-dimensional linear falloff spherical gradient texture (plugged into a volumetric emission shader to visualize).

The object this material is applied to is actually a cube.

Here is the node setup:

Click to enlarge

It works by calculating the distance from every point to the point (0.5, 0.5, 0.5) in the object's bounding box (using generated coordinates).  This creates a gradient from 0 to 0.5 (going out from the center of the bounding box), but a gradient from 1 to 0 would be much more useful so this value gets multiplied by 2 and inverted by subtracting from 1.  (Ignore the math node labeled "clamp to [0,1]", it's accidentally left over from an earlier version.)

You can then plug this value into an RGB curves node (or through a few math nodes if you want to be more precise) to create whatever kind of falloff you want.

Here is the .blend so you don't have to manually copy all those math nodes!


how to make a weapon shatter when hit I am animating a fight between two characters and I ran into a scene where I wanted one of the character's weapons to shatter like glass when the other character slices it.
 I have used a few things that supposedly do this including the cell fracture add-on but it did never finishes they top part of the sword , but the methods I've found do not work with a sword such as a katana.

I'm hoping for a way to either make the cell fracture work or find another way to break the object like glass.

here is what happens when i try to use the cell fracture on the katana:

Here is the original katana in edit mode:

The Cell Fracture addon can create sometimes results with parts not cut out. One possible reason for that is non-manifold geometry; as long as mesh will be non-manifold it won't be broken well enough by the addon. You can test that with default monkey (as it's non-manifold because of the eyes):

The areas which have unfinished fractures are ones near the eyes and this is one way to determine where non-manifold geometry is present. Use Ctrl+Alt+Shift+M to make non-manifold parts selected, Mesh Lint addon and others. There are some certain techniques used for repairing such areas listed in the linked answers.


Creating model of disc with offset hole for 3D printing For an engineering project I have been requested to 3d print a disc with the following characteristics:

7.5 cm diameter
4.8mm thickness
hole with a diameter of 1.27 centimeters through the disc and offset from the center by 1.905 centimeters

The modeling software available to me is Blender, and we are exporting the model to a .stl for use with the MakerBot Replicator 2X. I have never used Blender or this printer before, but was able to create a model of the shape I require without too much difficulty and export it to the printer.

I have however come across many problems with how the printer builds my model, depending on adjustments I make in Blender and in the printer settings:

It will create a solid disk with no hole but with ample honeycomb support inside, which is what I desire
It will create a disk with a hole and all of the proper dimensions but omits support structure inside, leading to the printer being unable to properly print the top part of the disk.
Only fragments of the model make it into the final product.

I have linked the .stl file I am currently working with. If anyone has experience with either of these programs and could take a look at the file and explain the issue to me, I would appreciate it. Like I said, I'm new to these softwares and the printer, so I'm sure it's a small thing I missed.

I just had a look at the file and I can see disconnected geometry around the top and bottom rings:

Trying creating it in a similar fashion to this:

Add a circle mesh and select Nothing on fill type.

Tab to go into edit mode.  Select all by pressing A.  Press E to extrude and press Enter without moving the mouse.  Press S to scale in toward the center.  Then select the new hole and offset it by the proper margin.

Select all (A) and extrude again in the Z direction this time.  You now have a hole with faces:

Another way to do this with a little more precision is with the knife tool (you can find tutorials on this forum).  But after you make your cut, and delete the faces, you must Bridge Edge Loops by pressing W:


Code or workaround to create snap to pixels from unwrap How can I have the snaptopixel feature working from UV editor when I use
+ Lightmap
+ SmartUV
+ Unwrap
any of the above commands. In UV editor UVs->SnapToPixel selected executing any of the above commands causes the vertices of island to be to positioned proportionally that is vertices of islands have fractioned numbers e.g. 19.11, 28.12 etc.. , rather than integer numbers 19.00 , 28.00 etc..  . I want to remedy that.

If there is workaround I'd like to apply it, if there is not then I would like to implement python code for this, your guidance will be appreicated.

I'm not a massive user of this feature, but as far as I can tell, Snap to Pixels refers to snapping while you are moving UVs around in the editor using the standard translation tools, like G, R and S. See the comparison in this GIF (first I move around without Snap to Pixels enabled, then with):

The trick is, you simply enable the G tool, and the vertices will already snap. Just LMB click to confirm.


Is there a way to make the active object semi-transparent in sculpt mode? I know how to make my object semi-transparent in Object Mode with Solid Viewport Shading as well as how to disable "Limit selection to visible" in Edit Mode, but I have not yet figured out if it is possible to set the active selected object to appear semi-transparent in Sculpt Mode. Does anyone know if this can be done and if so, how?

Alternatively, I would accept a solution where the inactive selections appear transparent, similar to how transparency functions in ZBrush. In the image below, the red object is the active selection that is being edited.

It looks like "a solution" is to

Assign a new material to the active object.
Add a Transparent BSDF to the Diffuse BSDF via a Mix Shader and tweak
the Mix Shader's Fac value.
Go to the Material tab>Settings>Viewport Alpha and set it to Alpha
Blend.
Go to the Object tab>Display and enable X-Ray.
Go to Sculpt Mode and set the Viewport Shading to Material.

The white object is the active object that is being sculpted.

Note: You will have to manually assign this material to the active object and unassign it from the inactive objects as part of your workflow, in addition to enabling X-ray for the active object and disabling X-ray from the inactive object. An add-on that could do this would be very nice.


Getting vertex weights with the vertex proximity modifier I am trying to use the Vertex Proximity Modifier to update vertex weights and hoping to be able to read the same with Python.

I have a plane and a vertex group called "all" (which includes all the vertices and default weight 0.0) and the proximity object is set to a sphere. The modifier behaves as expected. But when I try the following code:

import bpy

obj = bpy.context.active_object # select the plane

for i in range(0, 24): # I know there are 25 vertices
    print (obj.vertex_groups['all'].weight(i))

I get 0.0 printed out for each vertex. Can I get the individual weight of each vertex with the modifier in action but not applied? (If I apply the modifier, then I get the intended results.)

Use bpy.types.Object.to_mesh:

to_mesh(scene, apply_modifiers, settings, calc_tessface=True, calc_undeformed=False)

  Create a Mesh datablock with modifiers applied

This leaves your object unchanged and gives access to the modified vertex groups, e.g.

import bpy

mesh = bpy.context.object.to_mesh(bpy.context.scene, True, "PREVIEW")
for vertex in mesh.vertices:
    for group in vertex.groups:
        print(vertex, group, group.weight)


Image Plane with Alpha Transparency, I want to remove lighting effects I'm trying to do a multi plane image effect in blender. I want the image textures to render, with 0 lighting effects, so basically like an emission texture, but I can't use emission, because I want the paintings to have alpha channels.

As you can see, I have them side by side. I don't want to light these images, cause I don't want shadows cast on one another. I just want them to be the correct color, but with the alpha channel applied.
Thanks!

Mix your Image texture (through a shader - emission is possible) with a Transparent Shader, using your images' alpha as a mix factor. As you can see in the image bleow, there are no lights in the scene. It works in both cycles and EEVEE, but keep in mind, in Cycles it will actually emit light without further modification to the shader. If using EEVEE, remember to switch the material's blend mode to something other than opaque:


Scale the model, with automatically scaling UV's Is it possible to interactively manipulate vertices in 3D view, and have the same update in UV image editor?

The UV's are independent from the scale of the object so if you scale the object, the texture on it is scaled with it.

If you wanted to have functionality where you scale the object, but the texture remains the same size in relation to it's surroundings, you could use a driver to drive a multiplier for UV coordinates in the shader's nodes to adjust the size of the texture to remain the same size, however if you wish to move vertices around in 3d and UVs to be updated somehow, that functionality does not exist, because you move vertices in 3d space and UVs are in 2d and there is no one right way to define how to translate those transforms from 3d space to 2d space. There could be many ways to do this and it is hard to define the one that would be desired in a UV map. One could keep updating UV unwrap all the time, but that would be very resource intensive task and would not be practical.


Python- problem with "bpy.data.objects['anyobject'].select=True " what happens exactly, is that after duplicating an object, then deselecting all selected objects, using:

bpy.ops.object.duplicate()
bpy.ops.object.select_all(action='DESELECT')

then running:

bpy.data.objects['anyobject'].select=True

object is selected in red outline, not orange as usual, as a result, when editing object in edit mode, also in python, it doesn't work either
HOWEVER, before running bpy.ops.object.duplicate(), everything works properly!
i stumbled at this weird problem for a long while, i wonder how to fix it

You need to set the object to be the active object as well as selected

The below code works for me, I just added a Cube at origin (0, 0, 0) selected it then run this script from the text editor (or you can run it from the console as well):

import bpy
C = bpy.context
scene = C.scene
bpy.ops.object.duplicate()
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Cube'].select=True
scene.objects.active = bpy.data.objects['Cube']

This is what happens after running the script:


How to make Blender use text file as an input of bones animation? I have a text file with coordinates.In each line are positions of x, y, and z, for 9 objects.
How could I for each line make Blender get coordinate from current line and create a keyframe for bone movement with it, using python?
I was trying to solve it by my self, but for some strange reason, when I try to use file.read() and file.readlines() in the same script second one stops working.
Thanks in advance for any answers and useful hints.
Here is the file:
https://www.dropbox.com/s/1eqf0zun2x5s89c/text3.txt?dl=0

First set of numbers is x of the first object second y and third z. Fourth is x of second object and so on. letters "e", "+" sings and 000 or 0001 after the plus signs are irrelevant and should be omitted.

Hardest part is formatting the data (IMHO). I'd probably read the values and create a dictionary of location lists per object, which allows to structure and access the values in a reasonable way:

dict = {
    object-1 : [
       [row1-X, row1-Y, row1-Z], # Frame 1
       [row2-X, row2-Y, row2-Z], # Frame 2
       [row3-X, row3-Y, row3-Z], # Frame 3
       ...
    ],
    object-2 : [
       [row1-X, row1-Y, row1-Z], # Frame 1
       [row2-X, row2-Y, row2-Z], # Frame 2
       [row3-X, row3-Y, row3-Z], # Frame 3
       ...
    ],
    ...
}

Reads the data and creates the dictionary

import bpy

file_data = [] # create an empty list
animation_data = {} # create an empty dictionary

# read the file
with open(<PATH-TO-FILE>) as f:
    content = f.readlines()
    for line in content:
        # store the line as list in file_data
        file_data.append(line.split())

# create location keyframe dictonary
for line in file_data:
    try: # try converting strings to floats
        floats = [float(i) for i in line]
        # create composite list of this line
        composite = [floats[x:x+3] for x in range(0, len(floats),3)]
        # store it in the dict to organize the values
        for c, item in enumerate(composite):
            #key = "object" +  str(c)
            animation_data.setdefault(c, []).append(item)
    except ValueError:
        print ("Incorrect data")

Adds one cube per dict item to the scene as well as the keys, starting at frame 1

if animation_data:
    for i in animation_data:
        bpy.ops.mesh.primitive_cube_add()
        # get the newly created cube
        obj = bpy.context.object
        # get keyframe location values
        obj_keyframes = animation_data.get(i)
        # start animation at frame 1
        for c, loc in enumerate(obj_keyframes, 1):
            bpy.context.scene.frame_set(c) # set frame
            # move the cube and insert a keyframe
            obj.location = (loc[0], loc[1], loc[2])
            obj.keyframe_insert(data_path="location", index=-1)

It's basically the same for loose bones of an armature

if animation_data:
    # get the selected object
    selected_obj = bpy.context.object
    if selected_obj.type == "ARMATURE":
        # continue if number of bones match the data
        if len(selected_obj.data.bones) == len(animation_data):
            for i in animation_data:
                # get the values from the dict
                obj_keyframes = animation_data.get(i)
                for c, loc in enumerate(obj_keyframes, 1):
                    bpy.context.scene.frame_set(c) # set the frame
                    # move the bone and insert a keyframe
                    selected_obj.pose.bones[i].location = (loc[0], loc[1], loc[2])
                    selected_obj.pose.bones[i].keyframe_insert(data_path="location", index=-1)
        else:
            print ("Data does not match number of bones")


N Panel (Location & Rotation Boxes are YELLOW) ... Makes my Mesh Load up in the Blend file in a new location with different scale I have this mesh inside my blend file. Whenever I load this/open this blend in Blender, the mesh appears in a new location as opposed to how I saved it. The only thing I see is that the boxes in the panels are yellow as opposed to normal color. How can I change this so that this mesh appears with its same scale and location when I open the blend file?

XD you animated the mesh. The boxes turn yellow when you animated something. Do you see that yellow line in the Timeline? That means that you animated the mesh to a new location from Frame 1, all the way to the yellow line!
Delete animation of object
Here is how to get rid of the yellow line, which would get rid of the animation. :D


Blender 2.8: How to use image sequence as a texture? I wish to use an image sequence as an animated texture on an object (if possible).
For example: I have image01.png, image02.png and image03.png and I wish to apply those as a texture on an object, while they work as an animated image sequence prefereably looped, if possible.I use Blender 2.8.
So what I seek is an image sequence on an object (UV wrapped), which is not a plane.
Do you know if this is possible and how?
There is also alpha in the PNGs, but I guess that is not difficult to set up a transparency after the animated image sequence as texture works.

The standard way is to use the "texture node" configured as "image sequence".
In this example I've got pic01.png, pic02.png, pic03.png and pic04.png in the same folder.


How to distribute objects evenly? how to distribute different objects evenly in Object Mode? I know about dupliverts, particles, array modifier, etc, but they do not serve as a good, general solution.

EDIT: I have a scene with a quite a lot objects. They are already there, the question is how, in general, to distribute them evenly in linear (or in 2d/3d) fashion.

Afaik, I think you have to use script or some existing addons. The only addon I've ever seen that can do distribute is the Oscurart Tools, which has been bundled with the official Blender build, already.
The following steps show you how to use it:

File > User Preferences (or press CtrlAltU), then enable Oscurart Tools in the Addons list;
Back to the scene, select the objects you want to distribute;
Find Oscurart Tools panel down in the left-hand Tool Shelf, enable Object button, which will bring a new panel below called Object Tools;
Click Distribute button in it, and choose the axis (X Y and/or Z), then click OK.

NOTE: The order in which the objects are selected is quite important, which determines how you want to distribute them, as shown below.

Manual page for this addon see here. Btw, Oscurart Tools is much more powerful other than distribute.
Note: This addon has been removed from Blender via https://developer.blender.org/rBA731efb680132e3d5f846cae9b448a74a7b74a9b8


How to make a sine wave distortion effect? I'd like to achieve a simple wave distertion effect like the reflection has in this image:

I'd like to animate the reflection so I tried to do it with material nodes. I thought I should mix the UV mapping with a wave texture, but I must be missing something because I can not get enough control over the direction and the amplitude of the distortion. My current state:

How can this be done correctly?

Mix color instead of Add color

Starting from a similar situation:

You should set up a wave texture with horizontal bands and a little bit of distortion:

Then Mix the coordinate of the UV map with the Wave texture. Keep the value low.

Finish by animating the values of the Wave texture in order to achieve the desidered result.


How to disable multiple keymaps with the same name? I figured out how to disable a keymap by a unique name, but in this case, there are five different keymaps all named wm.call_menu_pie. Is there a way to iterate over it to disable all of them? or if I needed to just disable a specific one, is that possible?
This is the code that works:
bpy.context.window_manager.keyconfigs.active.keymaps['3D View'].keymap_items['wm.call_menu_pie'].active = False

Call pie menu operator
Firstly the name is the id (bl_idname) of the call pie menu operator.  The idname of the registered pie menu is passed as name property to the operator.
To call snap pie menu
bpy.ops.wm.call_menu_pie(name="VIEW3D_MT_snap_pie")

Distinguish by the operator's name property

To distinguish between them look at properties passed to the operator.
Test script to make a list of all pie menu short cuts in 3D view (from question).  Look for all the keymap items using this operator "wm.call_pie_menu" and populate  list with the name of the menu.
import bpy

context = bpy.context

wm = context.window_manager
active = wm.keyconfigs.active
view3d = active.keymaps["3D View"]

# using call menu

pies = [km.properties['name'] for name, km in view3d.keymap_items.items() if name == "wm.call_menu_pie"]

print(pies)

output
['VIEW3D_MT_view_pie', 'VIEW3D_MT_snap_pie', 'VIEW3D_MT_pivot_pie', 'VIEW3D_MT_orientations_pie', 'VIEW3D_MT_shading_pie']

List Comprehension
The list pies is created with list comprehension.  Recommend getting head around list comprehension.
To disable all, Note pies is different here, it is being populated with the keymapitems, not the value of the operator name property

pies = [km for name, km in view3d.keymap_items.items() if name == "wm.call_menu_pie"]

for pie in pies:
    pie.active = False

To disable all but snap

for pie in pies:
    pie.active = pie.properties['name'].endswith("snap_pie")

Toggle

for pie in pies:
    pie.active = not pie.active

All call pie menu keymap items in all active keymaps
Create a dictionary of all all the call pie menu operates in each keymap.
all_pies = {
        km.name : [
            kmi for name, kmi in km.keymap_items.items()
            if name == "wm.call_menu_pie"
            #and kmi.properties['name'].endswith("foo"
        ]
        for km in active.keymaps
        }

for name, pies in all_pies.items():
    if pies:
        print(name, [pie.properties['name'] for pie in pies])

Result
Grease Pencil Stroke Edit Mode ['GPENCIL_MT_snap_pie', 'VIEW3D_MT_proportional_editing_falloff_pie']
Weight Paint ['VIEW3D_MT_wpaint_vgroup_lock_pie']
Object Mode ['VIEW3D_MT_proportional_editing_falloff_pie']
Curve ['VIEW3D_MT_proportional_editing_falloff_pie']
Sculpt ['VIEW3D_MT_sculpt_mask_edit_pie', 'VIEW3D_MT_sculpt_face_sets_edit_pie']
Mesh ['VIEW3D_MT_proportional_editing_falloff_pie']
Metaball ['VIEW3D_MT_proportional_editing_falloff_pie']
Lattice ['VIEW3D_MT_proportional_editing_falloff_pie']
Particle ['VIEW3D_MT_proportional_editing_falloff_pie']
3D View ['VIEW3D_MT_view_pie', 'VIEW3D_MT_snap_pie', 'VIEW3D_MT_pivot_pie', 'VIEW3D_MT_orientations_pie', 'VIEW3D_MT_shading_pie']
UV Editor ['IMAGE_MT_uvs_snap_pie', 'VIEW3D_MT_proportional_editing_falloff_pie']
Mask Editing ['VIEW3D_MT_proportional_editing_falloff_pie']
Graph Editor ['GRAPH_MT_snap_pie', 'VIEW3D_MT_proportional_editing_falloff_pie', 'GRAPH_MT_pivot_pie']
Image ['IMAGE_MT_pivot_pie']
NLA Editor ['NLA_MT_snap_pie']
Clip ['CLIP_MT_tracking_pie', 'CLIP_MT_solving_pie', 'CLIP_MT_marker_pie', 'CLIP_MT_reconstruction_pie']
Clip Editor ['CLIP_MT_pivot_pie']


Video Texture Resolution in BGE I am using the following script I found in a youtube video, to have video in BGE.

######################################################
#
#    Movie.py        Blender 2.50
#
#    Tutorial for using Video.py can be found at
#
#    www.tutorialsforblender3d.com
#
#    Released under the Creative Commons Attribution 3.0 Unported License.
#
#    If you use this code, please include this information header.
#
######################################################

#import GameLogic
import bge.logic

# get current scene
scene = bge.logic.getCurrentScene()

# get the current controller
controller = bge.logic.getCurrentController()

# get object script is attached to
obj = controller.owner

# check to see video has been added
if "Video" in obj:

    # get video
    video = obj["Video"]

    # update the video
    video.refresh(True)

# if video hasn't been added
else:

    # import VideoTexture module
    import VideoTexture

    # get matID for the movie screen
    matID = VideoTexture.materialID(obj, "MA" + obj['material'])

    # get the texture
    video = VideoTexture.Texture(obj, matID)

    movieName = obj['movie']

    # get movie path
    movie = bge.logic.expandPath('//' + movieName)

    # get movie
    video.source = VideoTexture.VideoFFmpeg(movie)

    # set scaling
    video.source.scale = True

    # save mirror as an object variable
    obj["Video"] = video

    # check for optional loop property
    if "loop" in obj:

        # loop it forever
        if obj['loop'] == True:
            video.source.repeat = -1

        # no looping
        else:
            video.source.repeat = 0

    # start the video
    video.source.play()

Everything works but the video is distorted (or pixelated better). Definitely not the same resolution as the one I have. So what am I missing? Do I need to change camera settings? Add some line of code like the "capsize" that I found in another thread (but don't know how to use in my case)? Change something in the UV editor?

Thanks for any suggestions.

Edit: This is the video with the blend file. If you want to check what I mean.

The answer is : "Play with the UV unwrapped mesh till it gets better".

Although I imported as plane and I thought this would be enough it isn't.

You need to move the vertices of the uv-unwrapped mesh and check what it produces. After some testing I brought it to levels that it is not pixelated.

I would like though, to know what is the exact size in that unwrapped mesh to match the video perfectly. Comment if anyone knows.


Is it possible to load and riggify FBX format from not Blender software? I'm trying to buy some models from some sites, but models that I want to buy doesn't support Blender.

Fortunately, looks like they also provide FBX files so that I can import from Blender, but there is one thing that I'm worry about.

If I import that FBX model and rigify or do something to make animation, does it causes unexpected behaviors or errors?

Final goal of this is using in Game Engine actually, and if it has problem, I can't use it.

Any advice will be very appreciate it.

Once imported into Blender a model is a model, regardless of origin or file format.

You should be able to edit, texture, apply materials, rig and animate, any model once inside Blender, whether it was imported in FBX, or not

What you should pay attention to is the quality of the modelling. The ability to be animated will depend largely on the quality and topology of the mesh.
A quad based geometry is preferable, avoid triangles, ngons and sculpted meshes.

The file format will only have influence on what type of data will be brought in with the model. Most likely any modifiers and optimizations done to the model with software specific features will be lost. You may also want to see if an un-
subdivided base mesh is provided, so you can subdivide yourself to the desired target levels.


Placing an animated object over video I tried to put an object that was animated (quick effect- smoke- fire) over a video (.mp4) and in the compositor section, I am sorta lost as to what is supposed to go there (I followed a tutorial), and the fire is all that rendered in the final animation.

Look under Render Options for the Shading settings. Alpha is set to "Sky" by default, which will remove transparency from your rendered image by filling it with the sky gradient colors (by default a simple dark gray color). That Alpha Over node needs this transparency. Set Shading > Alpha to "Transparent" to make the rendered image transparent.


Problems while creating a City using the OpenStreetMap maps I've found this blender tutorial :

How to Create a City Covered with Fog

and I've tried to do it. And then I've chosen the map of the city where I live and I have selected a small area,but when I have imported it in blender I have seen that something hasn't worked correctly. Please check the screenshots attached to understand better where could be the problem,thanks.

In OpenStreetMaps only the buildings in dark brown have had their shapes made available for blender. This means that what you are experiencing is normal. If you would like more buildings, select a different area of your city, preferably with more details.

[Edit by Brasshat] Or create the bit of the city you want, and use Blender to add the buidings not provided by OSM.


click a object but yellow outline is not appear If i click the hair, shoes, clothes object and yellow outline is appear.

But, click the body object yellow outline is not appear.
why yellow outline is not appear?!

I don't check "only render".

I don't uncheck "little icon about selection".

I don't click "Properties > Object > Display > Transparency"

If you have experience please give me some advice.

On the right side (blender shortcut - n key ) is a Display - Outline Selected


How can I access cloth properties via python? I want to manipulate options like Disk Cache with python:

Any Ideas?

Direct Access
You can access all 'cloth properties' of an object by referencing the cloth modifier:
>>> bpy.data.objects['Cube'].modifiers['Cloth'].settings.mass
>>> 0.30000001192092896
>>> bpy.data.objects['Cube'].modifiers['Cloth'].point_cache.frame_start
>>> 0
>>> bpy.data.objects['Cube'].modifiers['Cloth'].point_cache.use_disk_cache
>>> False

To find the desired property you can use python's dir() method, which returns a list of valid attributes for e.g.:

modifiers['ClothModifierName'].collision_settings
modifiers['ClothModifierName'].settings
modifiers['ClothModifierName'].point_cache

which also contain all the relevant attributes.

Click to enlarge

Setting Cache attributes like use_disk_cache and frame_start of the active object:
>>> obj = bpy.context.active_object
>>> obj.modifiers['Cloth'].point_cache.use_disk_cache = True
>>> obj.modifiers['Cloth'].point_cache.use_disk_cache
>>> True
>>> obj.modifiers['Cloth'].point_cache.frame_start = 10
>>> obj.modifiers['Cloth'].point_cache.frame_start
>>> 10

To avoid assignment errors you can check the respective 'property type' by using python's built-in type() method:
>>> type(bpy.data.objects['Cube'].modifiers['Cloth'].point_cache.use_disk_cache)
>>> <class 'bool'>
>>> type(bpy.data.objects['Cube'].modifiers['Cloth'].settings.mass)
>>> <class 'float'>

Multiple Objects
In order to set the attributes for multiple 'cloth objects' I'd suggest to check if the respective object has modifiers (also see this answer: Check if active object has a modifier) then iterate through the modifier list and check whether the type is correct:
import bpy

# get objects in selection
for obj in bpy.context.selected_objects:
    # check if object has modifiers
    if obj.modifiers:
        print ("has modifiers")
        for modifier in obj.modifiers:
            # if object has cloth modifier
            if modifier.type == "CLOTH":
                # use disk cache attribute
                print (modifier.point_cache.use_disk_cache)
                # set the attribute
                modifier.point_cache.use_disk_cache = True
                # mass attribute
                print (modifier.settings.mass)
                # set the attribute
                modifier.settings.mass = 1.0

If you need to bake the simulation via python, see this answer: Setting the context for cloth bake


Subdivison surface awkward when extruding Okay, I'll keep this question plain and simple.
Whenever I have cube use a subdivision surface and attempt to extrude vertices with that cube I get really awkward results because whenever it adds a vertex the model gets an awkward dent in it as seen below.

As I once heard from a ten-year-old "Pls Help" And thanks in advance.
Here is the file:

When you extruded, as you didn't activate the Clipping option of the Mirror modifier, you created a inner face on the mirror axis.

So you can either:

Cancel your extrusion and redo it with the Clipping option enabled
Or delete the inner face: On the bottom of your 3D view, click Face Select button, disable the Limit Selection to Visible button, you'll see the inside face, then select it and X > Delete Faces.

Also, you should put the Mirror modifier above the Subsurface modifier.


How do I make vertices more visible I'm using Blender 2.79. I think I've seen people have their vertices in edit mode colored bright yellow and in larger scale than normal. But I can't find any settings for this. Does anybody know where this setting is?

Blender 2.79 : you will find these options in User Preferences:

File > User Preferences > Themes > 3D View >  vertex colors and vertex size :


Is it possible to capture a shadow on an emissive plane? I understand the absurdity of my question, but I'm curious to know if it is possible to do this (On Cycles, and Eevee)

Basically, the plane captures the shadow, if the material is not emissive.
But I would like to make the plane emissive and at the same time capture the shadow,Avoiding the use of any shadow catcher

Plane with material not emissive:

Emissive plane (Without shadow obviously)

I can think of a way to do it in Eevee, but not Cycles. In Eevee, you can extract the color generated by a shader using a Shader to RGB node. If you connect this node to a Diffuse shader and a ColorRamp, you can get a shadow mask.


Metalic shader glitch in blender I believe there is a glitch in blender. When I move the metalic shader in the principled bsdf it is completely unresponsive. I am unable to make the trash bin metalic. I tried uninstalling blender with no result.

Here is the blend file:
https://dropmefiles.com/VoaUy

Sorry but you forgot to press Use Nodes button in material setup panel:

Metal cannot have Emission
Your Shader Node has white emission value


Simple way to create a curved tunnel between two planes I'm a newbie in Blender and I was trying to model a tunnel representing a wormhole embedding as the one in the picture, with no success.

I tried to make a cilinder between to planes and subdivide it in sections but that made the tunnel look piece-wise and not smooth as I want. And I would like to know how to "erase" the sections of both planes corresponding to the throat.

Thank you!

Create a mesh circle, in Edit Mode rotate it $90º$ in the X axis.

Erase three quarters of it and move the remaining vertex along the X axis to the side.

Add a Screw modifier and adjust the axis and Steps parameters accordingly (multiples of 4 are advised). Apply the modifier or convert (a copy of) the object to mesh afterwards.

Add a new plane mesh, scale it as desired then erase all faces leaving only the edges. Subdivide them to match the previously chosen value for Steps in the screw modifier.

Follow the formula $\frac{Steps}{4}-1$ for the subdivision value. In my case I set $64$ Steps so $\frac {64}{4} - 1 = 15$ .

Join the plane to the circle at the correct height with Ctrl + J, then bridge the gaping edge loops with the Bridge Edge loops operator.

Now add a Mirror modifier along the $Z$ axis to complete the symmetry.

If you need an even mesh density you may optionally add a few edge loops to the bridged faces.


Can't shade or color my sculpt I'm new to sculpting, and after sculpting some alien-y kinda abyssal, I'm trying to color it. However, when I change to the shading viewport, it goes kinda transparent, and when I go to the shading tab it freaks out completely. Here's some screenshots (or pictures from my phone, in this case)

In the screen shots you sent it shows you in "Object Mode", you can't paint or sculpt in this mode.

To paint textures you have to go to "Texture Paint", and have the proper setup to paint.
To sculpt you have to go into "Sculpt mode", and a object you can sculpt with


For " Follow active quads" method, do I need to make the entire object active or just the outside face? I have modeled this coffee cup.  I used materials and different colors to make different faces. When completed I plan on exporting it to second life as a 3D object.  I marked seams and unwrapped it. The "island" with the arrow is the brown outside face of the cup.  I need some experienced advise on how to unwrap this cup so it will properly take a texture.  If I use the "Follow active quads method", do I need to use it to unwrap the entire cup, all at once?   Should I try to unwrap island by island?

You can use Follow Active Quads on any selection you want.
I doesn't have to be the whole mesh.

Example of unwrapping a part of mesh using Follow Active Quads.


Object A make Object B expand on ingoing and then shrink on outgoing I like to create a animation where a "bullet-like-objekt" hits an object ("cube") and then the object shall expand from the bullet. And when the bullet goes through the object shall enter the normal state again.
Here is some prints of how i like to have it:
Normalstate:

Inside 1:

Inside 2:

On the other side:

I just trying to understand how the object can interact with eachother so I then can make an animation.
Thanks!

As Vklidu says you can use the Cast modifier, you can also use the Lattice modifier:
Create a lattice, scale it in Object mode so that it can contain the cube object that it is supposed to deform, put it at the same position as the bullet, parent it to the bullet, give your lattice a bit of Resolution in the Object Data panel, modify it in Edit mode so that it has the deforming shape you want, give your cube object a Lattice modifier with the lattice as lattice Object:

Now when you move your bullet the lattice follows and deforms the cube:


How to model a non-standard oval shape I'm pretty new to modeling and I'm creating a 3d model of the Mandalorian helmet just for fun. I started creating the oval base, cut it in half (for mirroring it later), then I went up by extruding and scaling constraining on the X axis first and then on the Y axis, because the helmet has a non-standard oval shape. After closing the whole thing I realized that the edges, due to the X-Y scaling, are all zigzaggy and I don't like it.

Reference:

How can I fix this?

I'm using 2.79b

Thanks.

Let say you have a part that is completely messed up, Select it and delete:

Select the borders and press CtrlF > Grid Fill:

Play with the parameters in the Operator box (on the bottom left of your 3D view) to fill properly (here: Span 3, Offset -2):


In what situations would you use a height/bump map? I don't see height maps having any advantages over normal maps.  It's just an extra layer that may mess up any existing normal map with details that are already present there.  Are there any advantages to height maps?

I normally use height maps for skin pours on my characters but I find normal map still out classes it.

A height map is useful if the camera is going to be close enough to the surface to "see through" the trickery of a normal map. A normal map leaves the surface where it is, and just changes how light reflects off; but if the "eye" is close enough that the difference in height itself would have been visible, that looks super weird.

Here's a heavily subdivided plane equipped with a normal map generated from a noise texture:

And here's the same plane, with the same texture, except that this time it's treated as a height map:

Isn't the second one a thousand times more believable? The first one would be good enough if seen from a great enough distance, or if the bump-map were "weakened" so that it reflected much shallower bumps; but this close up, only the height map can be realistic.


Vertices that are not connect with bone get moved by bone my lower left leg on my model is moving more then the leg.

but it's not applied to the bone.

Help!

This is what I would do:

With the mesh selected, Tab into Edit mode. If the model snaps back to it's 'resting' state go into the modifier tab and on the Armature modifier click on the eye (Display modifier in viewport), the cube w/ 4 verts (Display modifier in edit mode) and the triangle (Adjust edit cage to modifier result), basically everything after the image of the camera.

You should now be able to see the exact vertices that are acting up. At this point you can select them individually and check the vertex groups that are affecting them.

Select a point and in the properties panel (n), near the top, under vertex weights you will see the offending bone in the list. Hit the 'X' next to it and watch the mesh snap back into place.

I hope this helps.


How to use root motion with inverse kinematics? I have created a simple attack animation using inverse kinematics to animate the arms and legs of a character. Now, I want the animation to use root motion to export it to Unreal Engine 4.

I have watched multiple tutorials that explain how to do this with a Mixamo animation. I understand that I have to copy the location keyframes of the hips to my root bone and then remove them from the hips.

This would work perfectly if not for the fact that I am using inverse kinematics. If my IK bones have no parents, the animation looks great, but I can't export the fbx since Unreal will detect multiple root bones. However, if I parent the IK bones to the root bone, it will offset the limbs' positions and mess up the animation.

I'm wondering if there is a way to remove the IK bones without affecting the position of the limbs, so I can export the animation correctly.

You can bake your action into a new action clearing all constarints, so the animation will act the same movements without the need of IK.

To do so, select in pose mode all deforming bones, and go to the menu:"Pose - Animation - Bake Action".


Blender 2.74 (x64 Linux): Application of Hair Dynamics produces unexpected results I've ran into an interesting little problem with one of my models.

Following an online tutorial where a model was created completely by extrusions and mirroring from a cube, I made my own in a similar fashion. All is going well up to this point.

I then applied hair to the model in places. Using a density and length from a weight paint, I got to the position below. All seems good and there are no issues

However, I wanted to apply gravity to the hair using "Hair dynamics", something I've used before but not had this result. When applying the standard dynamics to this particular mesh, the hair roots seem to become detached from the mesh and continued to behave in a rather unexpected manner.

Further to this, in an animation, the hair particles behave in a seemingly sporadic and unpredictable fashion; crossing through the model on occasions and sometimes flying off the screen entirely.

I've not had this happen to any other model prior or since; nor have I had any success in trying to recreate the issue. The standard cube works fine, subdividing and grabbing nodes, nor does the extrusion of the cube cause the problem. I have a copy of the un-mirrored object on the scene, but that behaves in the same way.

My forensic search for answers on Google turned nothing up and I'm now at a loss. I'm eager to know what could be causing this, if anyone else has experienced it, and moreover if it can be resolved.

Thank you.

Don't worry! I've found my solution.

Convinced that the problem was due to the mesh, I continued to look into things regarding its construction. Whence, I looked at the scale. The X, Y, and Z scales were all uneven, and more importantly not 1.0.

For reasons best known to Blender, if a shape is not scaled "normally" i.e. 1x1x1, it seems to upset the physics engine in this respect.

The solution was to change all the scales to 1 again and using the scale function (S followed by X, Y, or Z) resize the mesh to fit. Since I had an armature, it was unaffected so I un-parent-ed it and made it fit before reparenting.

The physics engine has been happy since.


Why does my light source not pass through my glass? I have been having this issue for about two days now. I've been trying to make my glass window pane transparent, and after a couple guides I thought I nailed it. But when I try to apply my light source and view through the EEVEE viewport the light source doesn't pass through, instead treating the glass as an object with no transparent properties. I'll refer to these screenshots.

The first is my nodes. The second and third shows the bright white light not passing to the interior. Let me know if there is anything else I need to add. :) Please forgive me if I'm really confused, I'm pretty new to blender.

Here, try this setup. The active factor is the "Is Camera Ray" output of a Light Path node, used as a mix factor between the glass shader setup and a Transparent BSDF. I made the glass "double-paned" in my image so you can see the light go through both layers before hitting the back wall. I also included both a Spotlight and a point light to show both their lights and shadows going through. Lastly, as is usual for a transparent setup, make sure your blend modes are correct. See below:


How to create a video with audio comment? I want to make a tutorial video where I explain something.
In most commercial video editors, there is the possibility to see a video and to start a live audio record.

Is something like this also possible with Blender, or do I have to record my commentary separately outside of Blender, and then hope that video and audio fit together?

Blender has no audio recording functions. You could simply play your animation and record with Audacity to MP3.

The recordings can be arranged in Video Sequence Editor (VSE) to synchronize them with the video , it might be helpful to record a each few sentences to a separate files.

Image of the VSE while moving around audio tracks:


Attaching Weapons to the character I am making a character in blender do I want to attach weapons to it do I have to attach them in blender by placing them to right locations or do I have to use sockets in unreal Engine 4 for attaching them to the character?

As this is more of an Unreal question than a Blender question, you should post this (and any future questions explicitly relating to Unreal) on an Unreal forum instead. However, I'll still give my two cents as the same concepts can be applied to other 3D game engines as well.

There are several ways of doing this. The way I'd do it is (assuming your character is rigged) is by adding another bone in the character's armature to the location on the character where you want the weapon to attach (we'll call this bone "HoldPoint") and create a rig for your weapon that has a bone where on it you want the weapon to be held (we'll call this one "WeaponHandle").

Then in Unreal code the weapon such that when it is picked up by whatever method you use to pick it up (i.e. keypress, walk into, look at object, etc.), teleport it to the bone HoldPoint, copy the rotation values of bone HoldPoint to bone WeaponHandle, and parent the weapon to that bone, so that after the code is run the weapon will continue to be held. To stop holding it simply remove the parent and your weapon will stop being attached to the player. If the weapon is rotated the wrong way when it is held, then simply rotate bone HoldPoint until it's the way you want it.


Animation Nodes - how to remove with python command As far as I know, you can run a command in the bar button to remove animation node trees. But I would like to automate this with another script, for rigging purposes.

This doesn't work:

bpy.ops.an.remove_node_tree("nodetreename")

As far as I know, there is an error Invoking the right window?

Any clue how to script this?

You should be able to do it like so:

bpy.data.node_groups.remove(bpy.data.node_groups["tree name"])


How to add a face between two faces that connects them? I'm having a bunch of trouble with this. I have faces going in a circle, but I want to add a face in between two of the faces to create the closed circle, but whenever I select the 4 vertices or the 2 sides, it selects every single side or vertices between the two... Making my problem.

Also it sounds like you might be hitting 'alt-click' instead of 'shift-click' to select verts/edges.  Alt-click selects a loop of verts/edges, whereas shift-click adds or subtracts single verts/edges from your current selection.


Sharpen mesh curves by dissolving vectors I loaded a floor plan SVG file into Blender, this SVG file is made from another program automatically not by me. Any ways this new beveled curve I imported now has a lot of uneven bumps.

How do I "sand" these bumps off so I can have straight lines? There is no way I want to do this by hand. I know a decent amount of python and has been tinkering with blend's API before so I should be able to deal with this. The question is how? My idea is to turn these into meshes and check all the vertices locations for the entire mesh to identify huge groupings of vertices. After that I id these points, then I have to find one starting vertices and one ending vertices then just dissolve all the vertices in-between. Major issue is to find these 2 starting points. Any idea or thoughts on how to identify these 90 degrees corner vertices? Or maybe I am overthinking everything and there are simple ways to do this?

Edited: I could also just check the distance between one vertices to another, if its too tiny of a threshold/distance I know they are too close to each other. I can then store the measurement, at the end I can dissolve all the groupings together. I'm still not completely sure...

In situations like this, Select Similar can save the day

As your intuition hinted to you, converting it to a mesh first (AltC) and dealing in vertices is the best approach.

(I'm including all keyboard shortcuts to be friendly to a general audience.)

Once that is done, in Mesh Edit Mode Select All with A and press W to Remove Doubles.

Then Extrude (E) upward on the Z axis (Z) so that you will have some face angles (I know, it's unfortunate that it doesn't work with edge angles).

With one corner edge selected you can then select all the 90-degree angles using Select Similar (ShiftG).

Add these selected corner vertices to a Vertex Group so that you can re-select them later. (Click the "+" button to create a new group, then the "Assign" button)

You can now delete the vertices that were created during extrusion. Selecting them from the front or side orthographic views and use Border Select (B). then Delete (X).

Use the trusty Vertex Group you created to call up the corner vertices. (Click the "Select" button)

Then invert your selection using CtrlI to select everything that is not a corner. From there it's just a matter of hitting X and choosing Dissolve Vertices.

Here is the result:

That concludes the solution for right angled corners.

For any regions that are not right angles, you can select their vertices separately and Remove Doubles (W) with a high Merge Distance threshold.

(You may want to avoid selecting the outermost vertices, because if they are collapsed during the merge operation the angles of the walls they comprise would change.)

Merge Distance can be set in the Operator Panel, so make sure it's visible (you may need to press T and drag that window area up from the bottom if it's not already visible).

The result after removing doubles at an increased merge distance:

In the above example, if you needed to eliminate the very short edge segments that remain, you could perform an Edge Slide (GG), slide the selected edge all the way toward the longer walls, select all relevant vertices, and Remove Doubles (W).

Each use case will of course be a little different, but with the tools I've described and a bit of ingenuity you should be good to go.


What is the fastest way to merge similar uv islands I've just started uv unwrapping a simple object in Blender and am trying to get more useable texture resolution by using the same uvs for multiple similar uv islands (in this case, the mesh is simple, so the islands I want to merge are single polygons). Although I can manually flip the top uv island and move it onto the similar one below, I was wondering if there is a quicker, preferably automated way that works with more complicated uv islands

(sorry my example is so simple... imagine more complex islands).

You can use UV Align\Distribute addon which will do what you want.

Here is how to use it: https://www.youtube.com/watch?v=clgrf0DUvso


Python system version vs python Blender internal version I use Blender 2.79 downloaded from original site: "https://www.blender.org/download/". If I install Blender from the system repository (my system is Void Linux), I don't see the Nvidia graphics card.
The version of Python distributed inside the downloaded archive is 3.5.3. The Python version installed in my system is 3.6.4, where I installed all the modules I use.

How do I use Blender 2.79 with the Python system (v. 3.6.4)?
Thank you.

Translated with www.DeepL.com/Translator

Blender comes bundled with it's own Python. It doesn't have anything to do with your system Python and you shouldn't try to mix the two, this will only give you headaches. Stay with whatever Python version Blender provides for your Blender scripting.

If you need additional libraries for Blender's python, you can install them in Blender's Python directory (in the directory you installed Blender in, navigate to blenderversion/python/lib to find the standard python library path), or install the libaries somewhere else and adjust sys.path in your python scripts before you import them.

There are reasons why Blender does not use the System Python installation. The first one is that no Python might be installed, but much more importantly, Blender's python API is developed against a specific Python version - the one bundled with Blender - and Blender can't guarantee that it will work with any other version of Python. If you try to trick Blender into using your System Python, you might encounter strange bugs nobody else has seen. This way lies madness.

Note that even pure Python projects often use virtual environments to isolate themselves from the System Python installation and provide a known environment.


Image Planes in Eevee Appearing at Incorrect Depths I'm not certain if this is a bug or if this is just how Eevee works, but images I import as planes are acting very strangely. I'm trying to make a  mock-up room using them, but in the Eevee engine they're displaying oddly, the only way I can describe it is not displaying at the depth it's actually at? Using Cycles it displays everything properly, so I'll just use that for the time being, but this really threw me for a loop.

I tried updating to the most recent stable release (2.82 to 2.82a), tried re-opening the file, restarting, none of that fixed it. I appreciate any information, thank you.

(It may not look like it in the images, but in the Eevee screencaps both walls are actually intersecting and clipping with each other, along with the ground plane)

This has a rather simple solution.

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


Different image textures for one material (Cycles) With Blender Internal (2.79 and older), you can add a UV layer, assign images to each face, Then enable the materials Face Textures option.

Is there some way to to have a single material and multiple images assigned to different faces with Cycles?

I'm asking this because I'm writing an importer for a format that stores textures and materials as 2 separate values per face, if this is not possible I'll have to split up the material per texture, so I can workaround it if its unsupported.

Update 1): As has been suggested you can blend between shaders,
this works OK for switching between 2 images, however I can't see a good way to do this with 10+ images (probably its possible with a large node setup and mapping nodes, but this becomes quite cumbersome).

Update 2): I've accepted one of the answers, however using blending like this is quite hard to control and not simple to just assign arbitrary images per face (as part of an importer), so I'll likely have to split up the materials per-texture.

You could assign a Vertex Color layer for each texture. Then use the Attribute and RGBMix nodes:

To cut down on layers you could use a channel per texture:

Separating colours from a single layer can be done too but it's a little more complicated:


What is the difference between a Viewer and a Compositor node? I was messing around with a scene earlier today and looked up some tutorials on chromatic aberration, and I noticed that all the tutorials I found had both a compositor node and a viewer node?

Is there any real important reason for using one over the other? Both export to the UV/Image Editor and allow saving out to .png files, and both seem to create an identical final image with my depth of field, glow, and chromatic aberration. Are there situations where one is better than another?

As per the manual
They are two of several output nodes and allow you see or save the working image in progress. At any point only one viewer and one composite node is active.

The Viewer node is a temporary, in-process viewer. Plug it in wherever
you would like to see an image or value-map in your node-tree.

and

The Composite node is where the actual output from the compositor is
connected to the renderer. Connecting a node to the Composite node
will output the result of that node's full tree to the Renderer,
leaving this node unconnected will result in a blank image. This node
is updated after each render, but also if you change things in your
node-tree (provided at least one finished input node is connected).


Blender Render Texture Painting So, I have been looking through a lot of videos about Texture Painting. But mostly, they are in Cycles Render, I use Blender Render. However i did find tutorials about Texture Painting in Blender Render. But whenever they use it they say "Blender automatically adds a texture itself" and goes into Texture Paint mode with being able to draw. But when I literally do everything they said. Unwrap it, Add a new texture and go into Texture Paint mode. I did it all. But when i do go into Texture Paint, it says "Missing Data" and "Missing Texture Slot". And the cube i was supposed to Paint is also white.
I might be missing something really obvious. But i cant seem to understand what it is.
Some help would be appreciated.
Like really, I feel desperate once again.

(If you need more info I can spend hours typing it to you in the chat. I have no life, so i'm almost always online.)
(I use Blender v2.79)

I think you're missing one main point: a UV map is needed to make a correspondence between the mesh faces and a texture to paint to. And this UV is to be set up in the texture panel.

So the recipe is the following:

Have a mesh object
Go in edit mode Tab
Select vertices and unwrap (there is several ways to unwrap, I consider here the simple one): use U the "smart UV project" and validate

Create an image
Go to the texture panel
Choose the texture type as "image or movie"
Choose the image created above
Set the mapping to UV

Now you can paint:

Note that there are possibly several slots to paint to and you can add other textures or texture types from the "slot" tab available in paint mode:

In complement, here is how to create the image:

Open a new view
Set it to "UV/Image editor"
Use the "image" menu then "new image"
Validate the panel that opens, eventually renaming the image as you want


What is the most computationally efficient way to make ripples? I know you can use Dynamic Paint as well as Fluid Simulation with Force Fields to make ripples. I'm sure there are other ways as well. Which way is the least memory and processor intensive of these?

The most computationally efficient (and easiest) way to make ripples or waves in Blender is to use the Wave Modifier.

This feature was in Blender long before fluid simulations, dynamic paint, displacement textures or even modifiers. (It was called an "Effect" back then, but other than that, it has not changed much.)

I just tested it on Blender 1.60 from 1999. I bet it was in Blender sooner, but I don't have an Irix machine to test it.  (I also know a similar wave tool was in 3ds Max r2 in 1997.)

It's a simple procedural operation designed on much slower computers, so it's fast. (I believe it uses the sine function to offset the mesh, also it doesn't need to cache.)  You can interactively tinker with the settings and preview the animation.

It has options for the size of the wave, when and where it starts, whether it's a ripple circle or a wide wave...

It is simple, but you can do more advanced effects with it.  For example: to emulate a ripple bouncing off a wall, add another wave with the starting position outside of the object, the same distance to the wall.

Here's a video tutorial on using the wave modifier by the Ott Planetarium.


Blender 2.81 doesn't seem to be importing vertex color for .ply So people have had similar problems showing colors on .ply files here and here  but I don't think this is the same case.  I've exported a .ply file from a program called paraview with color info on it.  I've uploaded the file here and as you can see, the color info came with it.

But for whatever reason when I import it into blender and go look for the per-vertex color info where I would expect to find it, its empty:

Am I doing something wrong?  It seems like there had been a problem with importing .ply color for a bit in 2.80, but this is 2.81.  I would assume it was fixed?

Blender's ply importer only adds vertex colors when they are part of a face or triangle strip. You can see this in the source code of import_ply.py.

mesh_colors is the list that collects the vertex colors. The assignment of values to mesh_colors and the indices to mesh_faces happens in the add_face() function. This function is only called when a b'face' or b'tristrips' is encountered in the ply object. Only when mesh_faces is not empty and the required color channels are present the new set of vertex colors is created through mesh.vertex_colors.new(). Therefore vertex colors are only imported if the colored vertices were part of a face.


Blotchy noise in cycles render with denoise When I was rendering my image, I noticed that it looks weird (top left, and right side). I don't know what causes this issue, never had it before.

useful info/settings:
samples = 256
I render using my CPU
Max light bounces = 12
Denoising on def settings

Thanks.

I have had the same with the denoiser when an area has had a high frequency noise. The denoiser can't know what pixels are fireflies and what are correctly calculated pixels. It just looks at the pixels and see a lot of white dots and think it’s the real thing. Same thing happens here where you have a high frequency texture and the denoiser considers an area that is too large into account when denoising.

Try setting the radius to something low, like 4 and the strength down to .2. Another alternative would be to deactivate denoising for diffuse direct to see if that helps. But I have never tried that.


Weird Faces when using SubSurf I am modeling a car wheel in Blender 2.79 right now. I am combining the outer edge of the wheel with the spokes. I did this by:

1.) Joining both objects.

2.) Making edge loops on the outer edge piece which line up with z-values of vertices on the spokes, and snapping the vertices of the spokes to vertices on these edge loops.

3.) Making sure the faces / edges all line up right and flow right (They do, Blender recognizes the edge of the spoke and the edge of the wheel rim as one edge loop, which is good).

My model is pretty low-poly, but I have a Level 2 Subdivision Surface modifier applied on my spokes/rim object, and a few edges are creased. I wanted to join these two objects for this reason: where the end of the spoke meets the rim, it should look smooth and should have an edge which catches light (to look/be realistic).

I also have a Mirror Modifier on the spokes/rim with Merge Vertices turned on, and an array of 10 spokes/segments of the rim which makes the whole 10-spoke wheel (Also with Merge Vertices turned on).

Here is what my model looks like with Subsurface and Smooth Shading turned off.

Here is the issue:
When viewing my object with the subsurface turned on, there are some weird polygons at the top and bottom of where the spoke meets the rim. As you can see, the vertex is pushed outward by the modifier and just doesn't shade right. There aren't any n-gons or anything, as seen in the previous .gif.

So - What is causing this anomaly? What can be done to fix it? It's probably something obvious that I just am not noticing, like putting an loop cut somewhere or something like that. Thank you so much!

I found it tricky to work out as it keeps moving :) From what I can see you have a pole (6 edges) at the top and bottom of the connecting strut. You will need to move this away from the edge and probably surround it with a loop so it does not cause issues with the rest of the mesh. Possibly have a few static shots?


SL Skeleton, Avatar Workbench, MH Avatar import problem When I import my MH mhx2 into Avatar Workbench for SL, the worbench.blend file is in right ortho, so it faces right. When I import my MHX2 avatar from MH, it faces to the front, so I can't rig it to the SL fitted mesh skeleton. In SL, there is a way to rotate the Av from side to front, but I can't seem to find that same axis control in Blender.

Because of the scale issue in MH, it only imports with the proper scale if I go from MH to Sculptris to Blender, and I have to use the avatarworkbench.blend file, but when I do that I get the problem I wrote about above.

If I just import the MHX2 file directly, it only shows up in 3D Full view, it is turned towards the left slightly, and I also can't scale or rotate it.

I just want to attach the fitted mesh SL Skeleton (with the additional collision bones for fitted mesh) to my MH avatar without so much fuss, and I need to find out how to "rotate" my MH Avatar to face front in avatar workbench.blend

P.S. Please don't answer this question by saying "get Avastar" or something to that effect, because I can't afford it right now.

Very easy:) Select your model (all of it...rig and all) in object mode. Now press R and Z you can now rotate with mouse...get it as close as possible then fine tune to exactly 90 deg or -90 deg in the left panel very bottom. After you're done, don't forget to press CtrlA and save rotation scale etc.


Smoke doesn't appear when rendering animation I just started Blender, and I'n new to 3d modeling softwares. I followed an awesome tutorial about smoke simulation tutorial ( https://www.youtube.com/watch?v=VmRqlsuSvsw&t=631s ).  I followed the tutorial until the end, I worked in Cycles Render and everything seems to work alright. But after I hit the render animation button it wil do 250 frames only with the object itself, and the smoke doesn't show at all. I don't know exactly what and why is happening and where did I do wrong. If you guys could help me out with some answers or where to look or what to pay attention it would be awesome.
I will leave one of the frames rendered and the file.
Thank you.

https://www.dropbox.com/s/2m7jj61hlb80xie/SmokeSimulation.blend?dl=0

I followed this tutorial some time ago too, and I had the same problem. My mistake was, that I started this tutorial in blender render and then changed while working to cycles. You need to add the quick smoke effect after changing to cycles than its working perfectly. If you got any problems to understand just write me back!! ;)


Getting a cylinder mesh to curve I ma trying to get a cylinder mesh to follow a curve but it does not look to be following the path. Also when I move the mesh on the z axis it moves along the path the loops back on it's self. Any help on this would be great.

Put the object and curve origin at the exact same position :

Select the curve and press ShiftS > Cursor to Selected
Select the object and press ShiftS > Selection to Cursor

Move the object along the Y axis if you want it to follow the curve.


Access the systems clipboard buffer from Python? Is it possible to get the clipboard Ctrl/Cmd+C" buffer content with Python?

You can get/set the clipboard via bpy.context.window_manager.clipboard

See: http://www.blender.org/api/blender_python_api_2_72_release/bpy.types.WindowManager.html#bpy.types.WindowManager.clipboard


Why does perspective always have xray on? When I toggle x-ray in Edit mode, only the orthographic views toggle. The perspective view constantly shows xray and it is super annoying. I see face handles (the square to select them) as well as edges and vertices through the faces just as if xray was on, but it's not.

How can I turn it off so that while in Edit Mode, and with Solid display mode selected, I don't see through things as if xray mode is on?
Thanks]1

Left: In Edit Mode
Right: In Object Mode
Basically I don't want to see the edges and face handles through the faces in front of them.

This occurs due to your Start Clipping being to small, to fix that open up your NPanel, then go to the View section and change the Start clipping value to 0.100

Or either it could be the Limit Selection to visible button next to the Vertex/Edge/Face Select properties, as mentioned by Mike Metcalf


Camera rendered view only renders a tiny square First off, I'd like to say that my rendered view is working but when I try to view it from the camera perspective (by pressing 0) then only a small square gets rendered and the rest is still in solid view.

As you can see, it works as it should when not viewing from camera view

But when viewing from camera view, it looks like this:

As you can see, only a tiny square gets rendered and the rest is still in solid view.

I suspect that the camera setting is wrong and needs to get adjusted but I can't figure out which one it is. I tried deleting the camera and adding a new one but I still get the same problem.

I would appreciate any help.

Maybe you've accidentally pressed shift B to render a selected part of the scene, you need to press ctrl alt B to get out


What are these triangles along the model edges? They tend to fluctuate as I move the model around:

These are precision artifacts from clipping distance issues caused by the distance between the clipping planes being too great:

I reduced the far plane to 1m.


Butt problems on my character model So long story short, I tried to create a character model I failed at awhile back, and I failed again.
I can't really nail down on what went wrong, so I am just gonna send you some pictures of my model's butt.

This first image is with a subdivision surface modifier.

This second one is without.

[![enter image description here][3]][3]

I am not sure, but for me it looks like some of the faces are not split where they should be. On the low poly model it looks like when you are going from the lower back to the butt that the first face ( the one that is on the screenshot "over the red line") is not split in two verticaly. And also the face three below that. I cannot clearly see due to the perspective.

Optionally I could imagine that you maybe have 2 vertecies over each other so try and remove doubles, but I guess you already did that.
Hope that helped :)


Blender slow response and lag? So this what happens, at first blender plays nice, no lag and fast response using the .zip installer. Then I decided to make a new partition for my 3D works and programs and this where it start to become laggish, I also tried to use trial version of C4D and MAYA and also it happens, same as laggish as blender.
By the way, these are some of my specs:

Processor: Intel i3-4005U @ 1.70 GHz (4 CPUs)
OS: Windows10 Home SL
RAM: 4096 MB
Renderer:  nVidia Geforce 930M

All drivers are updated, DirectX 12 Version

This is probably an issue with the nVidia graphics cards and drivers - I had the same problem, and Tyler N supplied one answer.

Right click on your Blender shortcut, and select "Run with graphics processor > Integrated Graphics." If your computer tells you that "you don't have the privilege to select the graphics processor in this menu ", click "Open Nvidia Control Panel." Under "Program settings" click Add by "Select a program to customize." Add Blender, and then set it to integrated graphics in the box below.

Another alternative would be to download and install the Nvidia 375.95 driver version, which reportedly works okay with Blender.