Issue connecting animation to character in Blender Game Engine I've got a game engine with working movement, camera controls, etc. I've added a model and parented it to a moving cube and it worked fine. Then i felt it was time to add some animation to the model. I made some working animations (running) and the animation itself works fine on the 3d screen when i play the timeline. It is saved as an action.

First, I select the armature itself, then open game logic. From there I set the controls up in this order.
Keyboard as Sensor with W key as toggle ---> and ----> action "Player Walk" attached to "player walk" action animation. Set to start on frame 1 and end on frame 25 of the particular animation. Also set to -LoopStop-, blendin at 5, continue is checkboxed, priority is zero however i've set it at seperate values and no difference was made.

I go to play the game and the model that is parented to the moving cube works fine but the animation doesn't show. Even though the animation works perfectly on timeline. I've followed many tutorials to the best of my ability but I can't seem to make it work, not even when the sensor is set to always. Any help would be appreciated, I'm willing to attach a video if necessary.

The documentation says:

  The Action actuator is only visible when an armature is selected,
  because actions are stored in the armature.

But this seems to be no longer true you can add the Action actuator to all objects this might cause the problem.

Try a setup like that (On your armature) with your start and end frame 1..25, Loop Stop (which actually means Loop Start -Play ipo continuously from start to end when a TRUE pulse is received.)


Texture not visible in material preview I've assigned material with textures and it displays properly in viewport, however, material preview still doesn't show my texture:

Same thing in Material tab, the texture doesn't show, it's only a white sphere. Am i missing something?
BTW. Why to assign material, we must enter the Edit mode? It's problematic when assigning material to many different objects. Or maybe again i'm missing something here? :)

Blender file:

The texture is setup correctly, but you have mirror enabled with reflectivity set to 1. This means that the material is entirely reflecting the environment around it, but as the mirror color is black, no light is actually reflected.

If you disable mirror, the texture is visible:

Note that I also set the specular intensity to 0, otherwise the texture is a little difficult to see (but visible).


Hair rendering issue - the steps are low in the render Is there a way to adjust the steps for hair rendering? The hair appears to be normal in the rendered preview, but in the actual render it appears to be off-

Preview render

Actual render

Try modifying (in the har particle system properties)the values of resolution or the other properties that may have some resemblance to subdivisions or vert count. I'm sorry that I may of not of conveyed this answer the best but good luck :)


How to change the Quick Favorites key in Blender 2.80 Beta? Today I started using a newer version of Blender 2.80 and they changed the quick favorites key binding from q to ^. While this in itself is okay, I'd still like to change that back.

But I can not find the key binding option for Quick Favorites in the keymaper in the preferences. Is this hard coded? Is this a bug?
How can I change that back?

Thanks already!

You simply click on the option in the menu with the right button and then on Add to Quick Favourites.


My cursor doesn't stay in the window when scaling It used to be that my cursor would teleport to the other end of the window I was scaling or moving something. Is there a setting that I could have toggled that disabled this feature?

You can enable or disable the behaviour in the User Preferences(ctrl+alt+u), Input tab, under Mouse section. It's called Continuous Grab.


Is it possible to report an error without self? I would like to be able to show a popup window where you can select a scene from the current directory (the current scene has to be saved). The only thing I don't manage to do is the list on the popup, I need a self.report to be sure you are in a saved blend and to inform the user what's the problem but when I make my EnumProperty, self is not defined... How could I do?

Here is my script :

import bpy
import os

print("\n"*5)

def check(self):
        '''Check if our scene is saved'''
        currentScene = bpy.data.filepath.replace('\\', '/')
        if not currentScene:
            self.report({'ERROR_INVALID_INPUT'}, "You're not on a saved blend, save before you continue")
            return False
        return True

def available_scenes(self):
    '''Return the list to show on the popup'''
    if check(self):
        output_dir = bpy.path.abspath("//")
        scenes = [file for file in os.listdir(output_dir) if len(file.split('.blend')) == 2]
        #print('OUTPUT DIR -> ', output_dir, ' \nSCENES -----> ', scenes)
        return scenes
    else: return False

class MATERIALS_Export(bpy.types.Operator):
    '''Set an operator'''
    bl_idname = "scene.select"
    bl_label = "Select a scene from list"

    #available_scenes_enum = bpy.props.EnumProperty(items = [('one', 'eins', 'un'), ('two', 'zwei', 'deux'), ('three', 'drei', 'trois')], name= "Scenes") #This works fine
    available_scenes_enum = bpy.props.EnumProperty(items = available_scenes(self) , name="Enum") #This doesn't work

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

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

class MATERIALS_ExportPanel(bpy.types.Panel):
    bl_label = "Materials"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Open_Scene"

    def draw(self, context):
        self.layout.operator("scene.select", text = "Select a scene from list")

def register():
    bpy.utils.register_module(__name__)

if __name__ == "__main__":
    register()

Pass the method name to items available_scenes_enum = bpy.props.EnumProperty(items = available_scenes , name="Enum") and in the method definition def available_scenes(self, context)  where in this case self will be the operator, in which case may as well make it an operator method along with execute, draw etc. & when calling it from the operator use self.available_scenes(context).  Btw returning an empty list would be more appropriate than False which will lead to an error as a return value for items in an enum.

Also remember the items list needs to have ('ENUMPROP', 'propname', 'propdescription') items, as in your static example.

import bpy
import os

print("\n"*5)

class MATERIALS_Export(bpy.types.Operator):
    '''Set an operator'''
    bl_idname = "scene.select"
    bl_label = "Select a scene from list"

    def check(self):
            '''Check if our scene is saved'''
            currentScene = bpy.data.filepath.replace('\\', '/') # huh???
            if not currentScene:
                self.report({'ERROR_INVALID_INPUT'}, "You're not on a saved blend, save before you continue")
                return False
            return True

    def available_scenes(self, context):
        '''Return the list to show on the popup'''
        if self.check():
            output_dir = bpy.path.abspath("//")
            scenes = [(file, file, file) for file in os.listdir(output_dir) if len(file.split('.blend')) == 2]
            #print('OUTPUT DIR -> ', output_dir, ' \nSCENES -----> ', scenes)
            return scenes
        return []

    #available_scenes_enum = bpy.props.EnumProperty(items = [('one', 'eins', 'un'), ('two', 'zwei', 'deux'), ('three', 'drei', 'trois')], name= "Scenes") #This works fine
    available_scenes_enum = bpy.props.EnumProperty(items = available_scenes , name="Enum") #This doesn't work

    def execute(self, context):
        self.available_scenes(context)  #not sure why you'd call this here???
        return {'FINISHED'}

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

class MATERIALS_ExportPanel(bpy.types.Panel):
    bl_label = "Materials"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Open_Scene"

    def draw(self, context):
        self.layout.operator("scene.select", text = "Select a scene from list")

def register():
    bpy.utils.register_module(__name__)

if __name__ == "__main__":
    register()


grease pencil jagged lines my Blender produces very jagged lines in 2D Animation mode (grease pencil). It seems to be updating my pens position at a very low framerate. Turning input samples to 10 has no effect. What do? Im ...

i think this will solve your problem. At the Draw menu go to :

Options -> Check Post-processing menu
Subbdivision Steps (1 -> 3)
(Optional) Smooth (0.1 -> 2)

The quality of the stroke (number of points added which you can see in Edit mode) is inversly proportional to the drawing speed.
Sorry for my English, Hope it helps !


Mirror zoom magnification between adjacent windows? I have two adjacent viewports, one in Front Ortho, the other in Right Ortho, so I can edit the same model from the front and side.  Is there any way to lock/mirror/match the magnification between the two, so that if I zoom in/out in one, the other zooms in/out to the same degree also?

You can use Quad View for that.
Set up those 3 views so each of them is different (top, side and front). Then turn on its Lock and Box features :

You can zoom and grab those views simultaneously:


Unable to find "Subdivide Smooth" option in blender 2.8 This question is exactly the question I'm asking:
Model appears to have visible polygons rather than being smooth?

I've read it but I can't find the subdivide smooth option even after doing the operator search. I'm using 2.8 and their using an older version in that post so I'm guessing thats why. Is there a subdivide smooth option in 2.8? If not, is there another way to get my mesh as smooth as Hokiroya's? He seems to be using a subdivision surface modifier and I tried to match my settings to his but no luck. Is the smooth shading option a long term solution? I'm planning on rigging this model and after spending a lot of time on a another failed model I want to make sure I know what I'm doing before I start sculpting.

Mine:

Hokiroya's (obviously lol):

The 'Subdivide Smooth' option in previous versions of Blender simply applied a Subdivide operation with the Smooth parameter set to 1.0 - the Smooth parameter is available in the Tool properties 'Redo' panel available in the left-hand panel.

It seems that in Blender 2.8 the menus have been pruned to remove unnecessary options - instead, you can adjust the 'Smoothness' by simply opening the tool properties (the floating Subdivide panel at the bottom-left) and varying Smoothness :

However, I don't think that is your complete solution - in your case, possibly you also need to set the mesh itself to 'Smooth' shading. At 2.8, this is available in the Object menu as 'Shade Smooth' :


Rendering with AMD Radeon R5 M330 gives an error that I can't understand! So lately I started making an animation that has a lot of detailed objects, which made it render very slowly on my Core i5-6200 (clocked @ 2.30 GHz).
I'm using the Cycles rendering engine (Internal rendering engine doesn't support GPU rendering so it's obvious that I'm using Cycles).
To make it render faster I tried rendering using my AMD Radeon R5 M330, but It always said "errors in console" in the bar in the top that shows the time since the beginning of the render, the frame number and the samples rendered (or tiles when rendering an animation). Then when I open the console from Window>Toggle Console this I find this error:

I know that Blender's support for OpenCL is very limited, but maybe there is a solution for this error...

Also you can tell me some other ways to speed up the rendering proccess without reducing samples that will result in quality loss (in my animations the number of samples was set to 50 when I tried).

This is a bug in 2.78 which has since been fixed in master (bug T49846, fixed in this commit).

Luckily you don't have to wait, you can fix this bug yourself. Edit the following file:

C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\cycles\kernel\kernel_projection.h

On line 238:

    float altitude = fabsf(safe_asinf(D->z));

should read:

    float altitude = fabsf(safe_asinf((*D).z));


Trying to convert a DXT5NM Normal Map for use in my scene I have a handful of these strange normal maps I need to use in my scene that store X in the Alpha channel, Y in the green channel, and require you to calculate Z with the following formula:

Z = sqrt(1 - (X * X + Y * Y))

Red is always 100% and Blue is 0%, but these channels are not used.

Despite figuring this much out, I haven't been able to produce a node setup that can correctly convert this into the desired purpley tangent space normal map.

Any ideas?

Ok, first thing is to split out the channels with the separate RGB node. We'll put down a few re-routes too so we don't go nuts and mix channels up:

Next, put in a Combine XYZ node to recompile the channels together. (note that you can use a Combine RGB node here instead of you like, they are identical aside from labels and the color of the output socket. Color and Vector and both a generic vector3 format inside Cycles, they are only differentiated for UI clarity reasons).

Now, currently we have Z=0. That's not going to work. As you noted in the OP, we need to derive Z from X and Y. The reason for this is that X and Y have already been normalized so the full XYZ vector is in a 0-1 range. Thus we can't just shove a 1.0 in there, we need to actually compute Z using the forumla you have above. (note that this setup is exactly what the Unreal 4 engine DeriveNormalZ does under the hood).

First the multiplications within the parentheses, X * X and Y * Y:

Then sum the result:

Subtract that from 1:

Now we need the square root of that result. That's the same as raising to the power of 0.5, so one more math node:

Finally, the particular normal map you provided appears to be DirectX formatted, so we need to flip the G(Y) channel too:

And it works!


Why the inner edge line segments are drawn in freestyle render output I try to draw a robot arm for teaching, when I rendered the scene with freestyle enabled, I see that some inner line segments are drawn unexpected.
See the image shot below:

I have only two objects which is a box and a cylinder intersected each other.
Any one know there is a method to hide the inner line segments? Thanks.

EDIT: what I would like to see is the similar feature from Sketchup. You can see the screen shot below, it can show both the edge and the back edge lines, in different styles.

Although the lines from my view are all one or several pixels lines in the 2D plane(no 3D projection feature is enabled of the lines), but they can show the structure beautifully, I would like to see similar feature in Blender, so that I can draw some mechanical design, like robot arm for teaching. I think you mentioned wireframe modifier is too complex for this kind of feature. Thanks.

Freestyle does not account for face intersection at the moment.  Partially invisible edges due to an intersection with an occluding face may have a wrong line visibility, as seen in the render.  This is a known limitation.


Fluid simulation only affects certain parts of a mesh? I'm pretty new to Blender, so forgive me:
I'm currently following this tutorial but for a different mesh, not text.
https://www.youtube.com/watch?v=jcPV3AkMRLI&t=134s
The problem I'm facing is after baking, the fluid is only created at a certain part of the mesh:

The blue section are the liquid particles. Also, I subdivided the mesh a lot because I heard that would help make the fluid simulation look smoother, but I have a version that isn't subdivided if that's important.

I want to create an effect like the entire mesh is melting into the ground, but for some reason Blender only wants to create a liquid simulation for the head area.

First, I noticed that your domain is very large. Only make it as big as it needs to be. Extra space means unused voxels using CPU time and slowing down your simulation calculation.
Second, there was a misunderstanding about the subdivision. You want multiple voxel subdivisions on the domain. Yours is set to 180. More subdivisions of the simulation via this setting means more, smaller voxels, which means your fluid will look less like Minecraft (gigantic 1m voxels there). The current setting is likely plenty for a domain around this character, but maybe not if it’s so huge. If the voxels are bigger than the thing emitting fluid it may not work as expected.
PS: Don’t subdivide the domain mesh directly in edit mode as it won’t influence the simulation but only increase your poly count.
Thirdly, make sure the model is manifold, and that the normals are calculated correctly. That is, no open faces, no duplicate vertices (try Select All, Merge -> By distance), and no intersecting mesh. Once you’re sure of that, Select All, and go to Mesh -> Normals -> Recalculate outside. Normals mark which direction of a face is outward, and I believe fluid sim pays attention to them.
Grace…


python over rotating cylinder I am trying to create a cylinder which is rotated 90˚ on the Y axis using, but the cylinder is over rotating to 5156˚.

Why is the cylinder over rotating and how can i rotate it only 90˚ ?

import bpy

object_size = 64.0
sce = bpy.data.scenes
for x in range(-4, 4):
    for y in range(-4, 4):
        for z in range(-1, 1):

            bpy.ops.mesh.primitive_cylinder_add(
                                location=(x, y, z),
                                rotation=(0, 90, 0),
                                radius=1.0/object_size,
                                depth=1,
                                vertices=8)

This is what the rotated cylinder looks like from the side.

When accessed via Python, all angles are in radians, not degrees.

rotation=(0, 90, 0),

If you want to write in degrees for convenience, you can use math.radians eg

rotation=(0, math.radians(90), 0),


Colours of the mesh are gone after I rendered and saved the project I am new to blender so maybe this is something obvious, but I can't solve it:
When I saved my file, the colours were fine. As I opened it again, I could not see the colours anymore but at the menu they were still there.
Left some screenshots to make the problem clearer.
can anyone help me?? thanks so much

You are in solid preview mode. Press Z in the 3D viewport and select either "Material Preview" or "Rendered" from the pie menu. You can also change preview modes by clicking on one of the 4 little circles in the top-right of the viewport (left to right - Wireframe, Solid, Material Preview, Rendered)


How do I bake multiple texture maps into 1 UV, In Blender Cycles? Using:
Blender V2.79
Cycles Render Engine

After creating a complex interior scene consisting of 3 different texture types, each having 3 associated maps (Diffuse, Gloss, Normal) I noticed the texture and baking options will not successfully combine to create a texture for the exported mesh once I bring it into Unity 3D. The mesh is a single object with the different textures assigned to specified faces.

I've played around with a default cube mesh for testing purposes, using the same 3 textures split among the 6 sides, but have only been able to successfully pull over the color info by baking a diffuse map to my UV and saving the image. When using the other baking options, Blender does not successfully create a map for either my Glossy textures, nor my normal map. Even using the "Combined" baking option, I am provided a flat dull diffuse image for my mesh, no gloss or normal info is saved.

My Node process for textures is displayed here

Here is the result of baking my textures as a Normal

The result of adding other textures made from Blender's baking, results in flat gloss at best.

What can I do differently in Blender, to have my assigned UV Diffuse, Normal, and Gloss maps all appear in a single object in Unity?

I found an alternate solution that's been working well with my tests.

Instead of baking my texture with my Diffuse, Gloss, and Normal maps linking to a principled shader leading to the material output for all the materials being used on 1 object as shown in the image during my question, I am now using individual texture types for each material and saving each bake as a diffuse, then adding those 3 diffuse maps directly into their appropriate fields in Unity, Diffuse, Specular, and Normal.

Example:

UV unwrap the object to a new image
Wood Floor material > only has Diffuse texture node linked
Spackle Material > only has Diffuse texture node linked
Brick Material > only has Diffuse texture node linked
Add the above materials to the desired object faces
Bake texture as Diffuse with direct and indirect
lighting disabled and save the new image

This will be the full Diffuse map for the entire object

Swap out the above mentioned diffuse textures on every material with:

Wood Floor material > only has Normal texture node linked
Spackle Material > only has Normal texture node linked
Brick Material > only has Normal texture node linked
Create a new UV image for the bake to save to
Bake the new unwrapped texture, still as Diffuse with direct and indirect lighting disabled

Even though it's saved as diffuse, this will act as our normal map that we can simply drag and drop onto the objects material once it's in Unity.

Swap out the above mentioned diffuse textures on every material with:

Wood Floor material > only has Gloss texture node linked
Spackle Material > only has Gloss texture node linked
Brick Material > only has Gloss texture node linked
Create a new UV image for the bake to save to
Bake the new unwrapped texture, still as Diffuse with direct and indirect lighting disabled

Even though it's saved as diffuse, this will act as our gloss map that we can simply drag and drop onto the objects material once it's in Unity.

Repeat this process for any additional map types you want your finished mesh to have.


Control how much influenced by its vertices a mesh will be (how much tight / loose will be) I created a number of meshes applying sveral modifiers. When creating in one of them o hole in the center I encountered an issue. I would like to make geometry of the vertices marked with red arrows to be influenced by their vertices as loose as those marked with the green arrows (the geometry is in -Edit Mode- in the big image). You can see why in the little image. When entering -Object Mode- the vertices of the hole creted in the mesh end up pinched. While the modifiers actions works as desired with the rest of the gemetry (The "loose" one). In other sofware like Maya, you can control per vertex how loose/tight a mesh will be to its vertex. I'm pretty much a newbie in blender. Any help will be much appreciated.
(I'm using Blender 2.83)

If you change to edge mode and select the edges nearby
and press shift + E and the edges will become purple and will tighten
you can also just press N and select the edges and change the mean crease


pause blender project and restart and continue after a day. I am doing a project by placing new text  in 20th century fox logo .I want to pause my on going blender project and then restart the same project. how do I do it?. the project is half done. now i want to pause it and restart it again later.

Unfortunately, you can't pause an ongoing render, but for future reference there is a way to get similar functionality. You can render your video as a series of PNG images and then put them all together at the end.

First, in the render tab, go to output and make sure PNG is selected. Point it to an empty folder on a disk with plenty of space because it is going to spit out a lot of images.

Then when you click render animation it will make a PNG for each frame. When you stop the render, you can just set the start frame to the last frame it rendered and then continue.

Once you've rendered the whole thing, take all the images and put them together into your video. This guy does a pretty good job of explaining how:
https://youtu.be/OGapXgrLOnI


Edge line appear in render result I want to create an environment texture from a cube map, so I create a cube then map the textures like this:

But inside the cube, where I put the camera, I can see a black line at the edge's position.

After render, this line is visible at final result too.

volvis told me to change mapping mode, but I use Cycles Render, so I can not find where is mapping node setting.

I wager that this is caused by the image mapping. Textures are set to repeat by default, and the dark line looks like the bottom part of the texture bleeding to view. Try changing the image mapping mode to Extend or similar and see if that works for you.


How to get objects to show up as one of 3 colors or more So if I were to have a particle system and I had it emitting a object that has emission shader on it how would I get the emitted particles to be one of 3 colors with out having to create 3 particle systems and 3 cubes

Giant cow films

Input -> Particle Info -> Random socket.

You can move colorramp slider to adjust presence of the color


Making a slanted pane that is more than a simple square with translation I need a slanted pane for my model.

Normally I would just select one edge and translate it upwards (which I would need to do to keep the delta-width and -depth while changing the height), but my problem is that this shape needs a hole, and therefore this way of slanting it doesn't work.

It's kind of hard to phrase this question properly, so I made this crude drawing http://i.imgur.com/XIJRAqb.png

In the top, there's a simple square pane, one of it's side is being moved up so it ends in the way I would like it to be.

On the bottom, there's the same pane but with a hole in it, and because the vertices of the hole aren't being translated, the hole itself stays where it is while the outer edges are how they are supposed to be, therefore deforming the whole shape.

Is there a way or a tool to raise that one edge and all the other vertices on that plane in a manner so the plane stays flat?

Here's my alternate approach you may try, that uses proportional editing (linear) and some scaling.

Select the very end vertices of the plane, enable the proportional editing (set its mode to Linear) and translate upwards.

With the transform orientation set to Normal select all the faces of the plane and press S and then Z twice (to transform along the normal Z coordinate).

BTW @Duarte Farrajota Ramos 's method involving curves works as well. Just add a curve and set its angle to fit your needs. Then give the plane a Curve Modifier with a curve as a target.


How can I select the vertexes on the corners of an object in Blender using Blender Python API In this case, the object is a 2d plane in 3d space. I want to select the vertexes on the corners of the object using the Blender Python API. In this case the corners would be the boundaries of the plane:

You are welcome to just name the commands that you would use if you don't know how to use the API.

Thank you

Considering the mesh is close to a plane,

that can be done by taking boundary vertices, then try to see which 4 of them are closest to a 90° degrees angle.

This script does that:

import bpy
import bmesh
from mathutils import Vector
import heapq

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

# Get active object
obj = bpy.context.active_object
# Deselect all vertices
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')

# Back to object mode so that we can select vertices
bpy.ops.object.mode_set(mode = 'OBJECT')

# Gets bmesh from obj data
bm = bmesh.new()
bm.from_mesh( obj.data )

# Allow indexed access for vertices and edges
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()

# Vector from an edge
def vect_from_edge( e ):
    return (e.verts[0].co - e.verts[1].co).normalized()

# Absolute of the dot product: the smaller the closer to 90°
# => "corner intensity"
def abs_dot( e1, e2 ):
    return abs( vect_from_edge( e1 ).dot( vect_from_edge( e2 ) ) )

boundary_vertices = []
# Collect boundary vertices
for vert in (v for v in bm.verts if v.is_boundary):
    # Corresponding boundary edges
    edges = [e for e in vert.link_edges if e.is_boundary]
    # But consider only 2 (we dont want vertices at the jonction of 2 parts)
    if len( edges ) == 2:
        # Associates the vertex to its "corner intensity"
        boundary_vertices.append( (vert, abs_dot( edges[0], edges[1] ) ) )

# Get the 4 smallest "corner intensity" which should correspond to the wanted result
for v in [vi[0] for vi in heapq.nsmallest( 4, boundary_vertices, key = lambda vi:vi[1] )]:
    obj.data.vertices[v.index].select = True

# Release the bmesh
bm.free()

Note: not sure this approach solves all the situations, though.


UV fit in picture while baking Firstly, I am a beginner in blender and my English is not good.

I have a single object with several materials and would like to bake all the materials in a single image. The problem is that the UV is larger than the output image, because each material has textures of different dimensions and when I do the bake, the output image is cut off.

Will I have to redo my UV, or is there anything I can do to make the output image fit?

In object mode select the object with RMB and Ctrl A to apply (object/apply/scale)..then go to edit mode press u to unwrap..i have same issue before and this tips solve mine..i wish it helps you as well..


Add proximity loops to sharp edge without affecting mesh shape how can I sharpen this with a proximity loops with out affecting the shape of the cylinder?

You could select those edges and bevel them using the interactive bevel tool (CtrlB) and move your mouse to adjust the level. This will create an additional set of faces that you also ring cut to get an even sharper edge without affecting the shape of the object.

Note that adding additional ring cuts to this face will create a pinch in the corners due to the clump of vertices on the side so you might have to use it sparingly depending on any other edges you selected.


Shockwave with particles Hi Im just starting blender and Im trying to make a planet explode after being hit by a laser, basically Im trying to figure out how I can get the shockwave particles to only emit out sideways from the torus instead of in every direction, I also was trying something I saw on a two planets colliding tutorial where you get one object to collide and push into the other but I don't have another planet so I was trying to use a torus but I dont think it's working.
I'd appreciate any tips I dont really know what I'm doing,
Also I can post screenshots of stuff But I'm not sure what of.
cheers

Make a short cylinder for the emission object then turn off gravity field.

The shorter you make the ring the flatter the plane of emission. Increase the Emission Normal value  for fast explosion then add drag to the particles so that they slow as they depart.


Switching colors of a texture painted texture I've painted an object with one color in texture paint mode. I'm trying to make 4 different versions all in different colors without re-painting the whole object again. How can I switch texture paint colors?

When texture painting, you can change the active colour in the brush settings which can be found in the toolbar region by pressing T.

You have two colours available under the colour wheel, press X to toggle between the two while painting.

While it hasn't been added to the manual, you can create palettes of colours to easily switch between common colours. You can find some info about using palettes at the bottom of these release notes.

After you have finished painting one of your colour versions, go to the UV/Image editor and save a copy of the texture image with a unique name so you have each version available later.


How to make the object I'm exporting as fbx to be in the middle of the scene when I import it? So I am exporting a lot of characters from one single file. The characters are on a line, so when I export them, they are not in the middle of the scene. How do I export the the character to fbx while the character is not in the middle, but when I import it, it is in the middle? How do I achieve that? It is a little bit hard to explain but here is a better explanation with screenshots.

When I export the character:

When I import the character:

What I want it to look like when importing the character (without having to move it to the middle when exporting, because I am going to export so many characters it would be too much of a hassle):

Its not uncommon to do an export script that center the model apples transformation tringulates etc and then export each model according to a naming convention to a specific directory for the current project.

If you are doing these type of tasks often it might be worth the effort.


How can I turn off the display for these orange dots on my hair particles? Changing the particle select and display modes won't solve it.
The orange dots just keep floating in air when I comb the hair.

Deselect "Children" from the left-hand menu under "Draw".


Keyframing some object properties doesn't work I made a smoke simulation, and wanted to deactivate the "Use Flow" property of the flow object during the animation to stop smoke generation.
So I select frame 90, add a keyframe by clicking on the dot on the right of the "Use Flow" property while it is checked. Then I go to frame 91, uncheck "Use Flow" and add a new keyframe the same way. That way, it generates smoke and at frame 91, it stops.
Problem is, it doesn't. Actually if I click on any other frame, "Use Flow" is checked, even when I select frame 91 again.
I did the same thing in another file and it works perfectly. I don't get it, is it a bug ?

In Scene > Time remapping I left Old on 100 and New on 300, so I put New on 100 and problem solved


Updating scene properties when the active_object changes I am writing a Add-On which adds a panel to the 3d view. It should let users create primitive meshes and set details like name, subdivide, color or noise to manipulate the mesh.

Currently the used details are stored in a list per object as part of the add-on. The intention is to use the list to give the user the opportunity to see what the values are on existing objects created by the addon.

What I try to achieve:

I want the panel to be drawn always. Inside the panel are some properties which the user can manipulate and then press 'generate' so that a new object is generated with the new property values. A user should be able to select an already generated object, see the values of that object, manipulate them and generate a new object.

For example we have another object which has the name B. It has different values. If I select B, the values in the Panel need to change. The user should be able to change some of the values and generate a fully new object! The old object isn't manipulated. I only want to add some comforting behaviour.

The problem

bpy doesn't allow scene properties to be updated inside the scope of poll or draw, this means I can't automatically update the scene properies shown on the UI if one of my custom primitives is active.

The question

If there is no way to set properties from inside the draw-method, how would I achieve this?

Here's what the panel looks like.

If no object is active/selected display scene's properties which the user changes to generate geometry.

If some object is active/selected display the object's custom properties (which are saved to the object when generated) so the user can change them and re-generate the object or generate a new one.

Each generated objects should have 1 property group with all the properties inside, so there is no mess.


how do you subdivision surface, or shade smooth without ruining the object? I want to make a table and a place for its cable management on it. Can you tell me why there's some edge loop or whatever it's called in between the hole once i shade smooth the table? I think it's the reasons why the table can't be that smooth?
I am also do beveling for the edge and I use bool tool for the hole

These hole cutting tools give an uneven mesh. What i would do is delete those surfaces and make the hole by insetting the surfaces and moving the inset up and down to the holes position. Another options is to loop cut around the hole and face them through to each other. PS to get that square to a circle subdivide it and press shift-ctrl-s and scale it to s sphere


How can I seal/close a head model at the bottom so no light will get in but only from the eyes? The model I have is opened in the bottom and I want to seal/close it:

What I tried:

Changed to edit mode then clicked on C then dragged and selected the vertices around the hole:

Then I pressed once on F:
But still there is a hole:

Firstly, you are not only selecting the vertices around the hole—only select the vertices that are actually "touching the hole" (if that makes sense). If it's still not working, it's likely you're having some sort of issue with the mirror modifier. Try applying the modifier, select all, and then W-->remove doubles. Select all of the vertices surrounding the hole, and then press "F." This should fill it up nicely.


Having difficulty with unwrapping a simple part of an object I am having lots of troubles unwrapping an object. I tried to start simple by selecting only part of the object and unwrapping that, but even something simple is not turning out intended.

Here is the simple part of the object being unwrapped:

I have tried Applying the Scale, using Ctrl-A > Scale and I have marked seams as shown below:

And here are the UVs after choosing "Unwrap" from the "UV Mapping" menu:

I have no idea why it looks this way. Can anyone add any insight?

Thanks!

UVs after choosing "Unwrap" from the "UV Mapping" might not be accurate most of the times so it would be better to choose "Smart UV Project" instead of "Unwrap".


Changing startup file location Is it possibile to change the location of the startup.blend file to my documents for example, in Windows? Thank you. I found useful to have an unique location like all the other software templates, especially in workgroup projects

I don't think it is possible to change the path of the startup.blend file, however there are ways you can work around it. As with all things, there is the regular way and then the blender way.

First, the blender way, basically the startup file is not cast in stone. The idea is that you can open any .blend file and save it to startup using Ctrl + U.  So when you next open blender you get a fresh copy of that file.

This might seem like a strange way to do it, but you may spend weeks modelling, then texturing and you may have different needs from your startup file for a given week or month.  So as you mentioned, keep some templates somewhere and just use the hotkey to clone this to your startup.

If you want to do this so you can backup your startup file, you can create a shortcut to your startup.blend and preferences.blend files in a more accessible directory.  On windows you'll find it in your AppData folder (it's hidden by default), this is beyond the scope of this site, but you should be able to locate it with some googling.


I keep getting lost in to areas My pointer keeps changing into a crosshairs and I then cannot select anything on the screen. I keep getting a coloured circled when I try to select. How do I get the regular mouse pointer back??

Also. looking for the steps to group objects on the screen, examples: curves in svg.

You might have switched from the selector to the 3d cursor
watch
https://www.youtube.com/watch?v=8AqaKD0d5v0


How to include linked objects? I have a big scene, and about all the objects are linked from a lot of different files...
But know, for transportation and rendering purpose, i wanna include them all into one single file?
it should be a simple solution..

Press L or search for Make Local using the space bar menu and choose All.


How can I delete a UV unwrapping to start again? I unwrapped everything automatically and it endend up being really bad for painting. How can I delete the unwrapping and start again?

You can start again and re-do the UV unwrap just by doing the unwrap command again. In edit mode press U and select any of the methods. The UVs will be redone with the new method and the old UVs will be discarded. The mapping methods are explained here.

There is one exception to the above and that is UV pinning. If any of the UV vertices are pinned (they are red), you need to unpin them first with Alt+P. Pinning prevents UV vertices to be re-done.

Deleting the UVs is another thing. One mesh can have multiple UV unwraps and you will find them in Mesh Properties:

You can delete any UV map completely with the - button.

If there is no UV map awailable, the unwrap operator U does create one automatically when unwrapping.


Rigid bodies with gyroscopic element I have created a bingo ball cage using this image as reference.

The balls inside the cage work perfectly, and also re-act to the cup (See image, the cup that holds the blue 28)

Now, I need the cup to seem attached to the cage, but also react to gravity. So, when the cage spins, the cup should spin on its own axis like the real one would.

Right now, it either spins together and the, or it looks like a wrecking ball and just falls down.

googling for gyroscopic blender yields nothing helpful.

Any advice?

I'm fairly new to Blender and may not be much help; I'd leave a comment, but don't have that privilege yet :/ You'd think giving comment approval before answers... oh well.

Anyway, I think the cup would have to be attached to the cage, like in the real world.  The pins of the cage mesh would have to be inserted in the cup with holes in the cup axis to keep the cup from falling, not joined, like the real thing.

I would put the holes in the side of the cup with a reinforced thickness so it would have enough geometry that it would lay on top of the wire, and the wire wouldn't pass through this.  I've had to do that with objects standing on a plane, when the plane had no thickness even though it was a rigid body.  I wouldn't parent the cup to the frame either, the frame and the cup would have to affect each other, and parenting might/would prevent this.

This would allow the cup to 'hang' in the wire mesh with physics.  The other consideration would be based on the geometry of the cup, with a weighted cup, such that gravity would allow it to spin around the wire axles and hold the cup in the required position only stopped by the tab against the wire; in other words, bottom heavy.  That way, as in the real world, when it rotated to the top, the cup would stay properly oriented and it would contain the ball, and the tab would stop it, again, like the real thing.  I think you can also play with the center of gravity, if the cup is not perfectly shaped to hang like you want.  I think the cup would have to be a rigid body, as I'm sure the wire frame would be a rigid body, that way the cup would hang on the wire frame and not pass through it. You might also have to mess around with the material of the ball, so that it wouldn't have the same weight as a solid ball. My experience is they're more like ping pong balls, or small enough not to change the overall behavior of the cup.


How to edit two objects in edit mode? I have been following tutorials to help me make a player model. But somehow while making a hand to connect to the body I made it into 2 separate cubes so only one of them can be in edit mode at a time instead of both like before. How do I put them back on the same "layer" or whatever so I can have then both set to edit mode at the same time??

Install this addon

After installation you can find this addon in toolshelf -> tools -> multi object editing

How to use

Go to toolshelf -> tools -> multi object editing and Click on Enable Multi Edit mode

Select the objects that you need to edit same time.

Now go to toolshelf -> tools -> multi object editing and select Multiedit enter as soon as you click your are in edit mode and now you can edit the mesh which you have selected before.

After editing Press Tab to be in object mode. When you click the objects look join to separate them.

Go to toolshelf -> tools -> multi object editing and select Multiedit exit


How do I add a new preset to the FFMPEG Presets list in Blender? I have done a lot of customization in the encoding settings. I want to add these settings to FFMPEG Presets to quickly access them later. How can I do that? I want to add a new preset to the list that appears in the picture I added.

The presets are python script files. They can be found in the folder for the program.
version number/scripts/presets/ffmpeg.

Create your own and save them there, they will show up next time you open blender. To understand the options, use the existing ones as reference.

Read: Change Encoding Settings through Python API


Rigify Rig: What's moving the chest bone? I was looking at the Rigify rig for how it is solving some problems as I was implementing my own IK rig. But I am not able understand this:

Instance a Human Meta-rig, and generate the Rigify rig (no need for having a character). Hide all layers except the torso. Now, when you rotate the hips or the spine bone, the chest bone moves in world space (but not in local space). The chest bone is a child of the torso bone (which has the cube shape), whose transform doesn't change on rotation of spine or hips bone. Both the chest bone and torso bones also don't have any bone constraints.

What's causing the world space location of chest bone to change on rotation of hips or spine bone?

P.S. The reason I want to understand this is: I have a similar torso design, and I want that the chest bone in my rig also move the same way, so that it remains attached to the body (visually). But in my case, the chest bone actually remains static in world space right now, on rotation of hips/spine bones.

Thanks in advance!

The answer is so much simpler than what I was thinking: You can set "At:" field in the custom shape options for a bones. The bone itself doesn't follow the body, just the custom shape does.


How does the Action Wiggle Node works in animation nodes? I haven´t been able to make work the Action Wiggle node in AN 2.1.5. Can someone please provide a working example on how to make this node work?

Since AN 2.1.5 is still a work in progress version. The node may not be final and documentation is missing.

Here is a working example. Hope it helps you.
You need to add and define the affected channel path.

location
scale
rotation_euler


Disable editing of multiple objects in Blender 2.8 In Blender 2.8, if you have multiple objects selected in Object Mode, and then hit Tab to enter Edit Mode, ALL the selected objects (both the yellow active object and the orange selected-but-inactive objects) will be editable. This is new behaviour for 2.8, and while it certainly has its uses, it can also cause unexpected problems if you only want to edit the single active object.

So I'm wondering: is there any way to disable this feature? I can't seem to find one, but it seems too obvious an option to be unavailable??

From your comments I can see your problem is due to having other objects selected and not knowing about them. Not a real solution for your problem but, whenever I'm modelling with several objects, as a good practice I always tap A twice to deselect everything before selecting the object (I use the Blender 2.79 hotkeys). There are many advantages in being able to go to edit mode with multiple objects and I'm sure you will soon make use of them as well.

Update: For Blender 2.8 it's Alt+A to deselect anything.


Texture paint on 2nd object is not working I have created an object and drew the texture on it, it worked and still works fine. Then I created another island, created and assigned another texture to it. However, Texture Paint mode doesn't work for it! I can draw only on the left side, on the texture itself, but not on the object... How can I solve it?

before you do anything check your blend mode in 3d view by pressing n > Tool > brush setting > blend mode and set it to mix

1) check if object is selected first

2) isolate object before painting by pressing num/ or ~ to toggle local view

3) make the clip start smaller. (3d view > press N for right panel to show up and view > clip start)

4) try saving your image before doing the actual painting then save blender file then go File > Revert and see if the issue still exist.
5) if all else fails just go to edit mode and press ctrl+shift+n to recalculate normals and try again painting it.


my obj is not centered i've been trying to make some cc for the sims, but when i export my obj from marvelous designer to blender, the obj like this

i tried to make it fit the model manual but i just can't, i need it to go directly to the model and not move

The object looks like a shirt. It has it origin centered, I can tell from looking at the transforms. Technically the object is centered. The problem is that the rotations aren't matching, Blender using the Z axis up, and marvelous designer apparently uses the Y axis as up. If you rotate the object on the X axis 90  or -90 degrees it should line up.


How to make screw spiral down into a point? Is there a way to make a screw like object spiral down into a point?  Basically I want a screw modifier on an object and as it spirals it gets smaller and tighter until it makes a point.

Curve Modifier. Proportional Edit. Shape Keys.

Image above

Yellow Cylinder. High Density of Vertices is shown with the wire mesh detail on extreme left.
Blue elongated cone mesh created with proportional edit of Yellow. Vanishing Point on End. Shape Keys.
Spiral Curve and Blue Mesh with Objects centers in the same location.
Curve Modifier Shown. With the cone shape dominant.
Curve Modifier Shown. With Cylinder shape dominant.
Apply Scale to Curve.
Please research further for the Curve Modifier. This is just to launch your further research and not a tutorial.  Search here at BSE.


Render Multiple Images from Multiple Cameras Simultaneously I would like to be able to render images from 12+ cameras all in one click.  How would one accomplish this?

From @Rob:

It will render all camera object with filename as camera name. Render path should set as a Directory

import bpy
import os

path_dir = bpy.context.scene.render.filepath #save for restore

for cam in [obj for obj in bpy.data.objects if obj.type == 'CAMERA']:
    bpy.context.scene.camera = cam
    bpy.context.scene.render.filepath = os.path.join(path_dir, cam.name)
    bpy.ops.render.render(write_still=True)
    bpy.context.scene.render.filepath = path_dir


How would I go about creating a Toroidal coil? Hey I'm wondering how I would go about creating a toroidal coil in Blender?
I don't even know where to begin.. I know a torus would perhaps be a good start but then how do I wrap the coil around it?

Add a new mesh plane, adjust its dimensions so it matches the desired size of the coil square section.
In Edit Mode move it along the X axis the desired distance you want for the larger radius.
Erase the outer edge and rotate both vertices along the Z axis a desired angle $α$ so it roughly forms a spiral.
Use an Array modifier set to Object Offset and as offset use an empty rotated about the Z axis $α$ degrees just like the vertex previously.
Complete the array, apply the modifier, and in Edit Mode use Remove Doubles so it becomes a continuous loop.
You can then transform into a curve objects to bevel and add thickness as desired.

To give it a more smoothed square section set the curve type to Bezier select all handles and make them Automatic first, then converto to Free. Once as free you can scale them all individually to adjust the smoothness of the squircle.


What is this black bar in the Dopesheet and is it the reason I can't play my animation? I cant play my animation. There is a black thick bar in the dope sheet and timeline. I think this is the reason. How do I fix this?

You set Start and End Frame of your Animation to the same Frame. This means it plays your Animation, but because it is only one frame long, it loops over the same frame. The black Bar is your Animation Range, 1 Frame long. Therefore it is shrunk to a line.

Current Playhead Positiion
Start of the Animation (set it to 0 in this case)
End of the Animation (set it to 450)


How to create a new empty action? In action editor every time i press + it creates a new action but keeps the stuff inside the action i'm currently editing. Is it possible to create a completely empty action?

Yes, it's very easy. Just add fake user to your current action for it to be saved and then remove it from action editor by clicking on x and then click New.Like this:


Can't find the "Reassign loop parameter" node in animation nodes addon I'm using blender-2.81a with the animation nodes add-on (V2.1.6) .

The animation nodes documentation says that in order to change loop values while iterating I need to use the Reassignment Operator node but I can't seem to find it anywhere ....

https://animation-nodes-manual.readthedocs.io/en/latest/user_guide/subprograms/loop.html#reassignment-operators

can someone please point me in the right direction ?

This is not a node you can directly invoke with the SHIFT + A submenu. Here is how to do it :

Create your loop and click it to select it
Assign a parameter
Go to the right-side panel (shortcut N, or click on the arrow on the right side of the animation nodes node tree)
Go to the "Node" subpanel
Click on the "Reassign" button next to the parameter socket
Click in the node tree window where you want to place the "reassign" node

If you want to have the "Condition" boolean operator in the node, you should :

Select the "Reassign" node
Go to the "Item" subpanel on the right
Turn on the computer screen icon next to the "Condition" input socket.

This works for all the animation nodes which may have hidden input/output sockets


How to parent an object to another one but inherit the rotation from a third object? I am rigging a robot leg and what I would like to do is to put a lateral bolt that should be fixed to the upper part of the leg and rotate when the knee rotates. What I did was to parent the bolt to the upper leg bone, and then add a copy rotation constraint for the x axis targeting the lower leg bone. I tried all the possible combinations of space (local to local, local to world, pose to local etc) but nothing worked, the bolt rotates not on itself but follows a circle path, moving far away from the leg. How would you achieve the result I'm looking for?
Thank you.

So the bolt needs to follow the upper leg, but to rotate when the lower leg rotates.

The copy rotation you used is good. But you need to involve an additional bone to obtain the result :

Here is the setting :

Add/extrude a new bone from the upper leg
Set it disconnected
Place its head at the center of the bolt
Align it with the lower leg bone and make sure that bolt bone and lower leg bone have the same roll (so that these two bones have the same local directions)
Assign the bolt vertices to this new/knee bolt's bone group of the mesh

Now (as you did), in pose mode, add a constraint to the knee bone like this :


Blender Game Engine: While mouse button is pressed I'm making a first person shooter game and I want to make it so when the right mouse button is being held down the, the player looks down the sights, and when the right button is released it returns to the normal view.
So this is the normal view from the camera:

And this is what I want it to look like when the player is holding the right mouse button (The gun moved to the left an backwards a bit:)

Another problem I encountered while trying to do this was that I already have a shoot animation, so how do I have different actions on one object?

It is actually rather easy to do this.

First, you need a cool gun, You already have on of those, so then next step is to make it my favorite color blue - 1BC8F7.

You can skip that step if you want, but the gun looks so much nicer blue :-)

I assume you are giving the gun recoil with logic like this.

To make your gun be able to aim from the sights, parent the gun to an empty.

The empty should be parented to the camera.

Now, if we move the camera, everything should move with it.

This is good. Now, your recoil animation can play on the gun, but it will not move into place yet.

We can fix this by animating the empty to move into place when the mouse is clicked, and then move back out of place when the mouse is released.

Believe it or not, we can do this with one animation.  I am going to be using the right mouse button to aim the gun to the center, because it makes funner gameplay, however, it is just a simple to do it with the left mouse..

This is using the right mouse to aim the gun into place.

It works- Yay!

Now for the left mouse.

You only need to change a few things to your existing logic on the empty, to get this setup.

I added a simply ground plane to see the gun's movement better.

Now we need to add a Mouse Look actuator

Now, we can test it.

I'm not happy with that quite yet, so I'm going to add a slow parent to the empty.

Now we can test it.

That looks much better! You could, of course, tweak the settings to make it exactly how you want your gun. I think bullets and muzzle flashes would seriously help - but they have nothing to do with this answer :-(


Colors will change in scene when I use RGB node as shader I am trying to create a scene with absolute no shading and depth. I created a basic material using nodes in the shading tab. I connected the color output from an RGB node with surface at material output. It looks wrong in the material prview and render using evee or cycles.

On the screenshot I am using Blender 2.92.0 using evee on default settings to render.

I just found out, that you can change the at "Render Propeties">"Color Management">"View transform" from Filmic to Standard.
I don't need further awnsers.


How to expand and contract the current selection in Edit mode? I watched a video of somebody selecting more vertices/edges/faces using the < and > signs in edit mode. He would select one face then using the > sign it would select more connected faces.

The problem is I'm on a Mac and those two keys are under the , and . that will also no work using the the shift key.
Is there another shortcut to do this?

The key combinations to expand and contract the selection are CtrlNumpad + (to expand) and CtrlNumpad - (to contract). Like this:

Note: I'm not using an English keyboard, and the < and > may work on an English keyboard. I honestly don't know


Return values of operators When calling an operator like wm.link, is there a way to get the user input like selected directory, filepath or object name?

Here is a simple code example:

import bpy

class appendObjectsPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Replace Object"
    bl_idname = "OBJECT_PT_append"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        row = layout.row()
        property = row.operator("wm.link")
        property.relative_path=True
        property.autoselect=True
        property.active_layer=True
        property.instance_groups=True

# ------------------------------------------------------------------------
# register and unregister functions
# ------------------------------------------------------------------------

def register():
    bpy.utils.register_class(appendObjectsPanel)

def unregister():
    bpy.utils.unregister_class(appendObjectsPanel)

if __name__ == "__main__":
    register()

Quoting from the API documentation

Operators don’t have return values as you might expect, instead they return a set() which is made up of: {‘RUNNING_MODAL’, ‘CANCELLED’, ‘FINISHED’, ‘PASS_THROUGH’}. Common return values are {‘FINISHED’} and {‘CANCELLED’}.

You might get the arguments passed to a registered operator like this:
bpy.context.active_operator.properties['keyword']

or
bpy.context.window_manager.operators[-1].properties['keyword']

For more information about linking see also BlendDataLibraries and Library.


Fedora21: Only three movie options (AVI JPEG, AVI Raw, Frameserver)? No XVid! Why? For video editing I'm learning blender from a youtube tutorial, but I get quickly stuck when I am supposed to choose the preferred output movie format. The favorite XVid is not there. I have tried to install everything related to XVid, but still to no avail. What am I missing  here?

Thank you!

Rob.

If you get the latest download from blender.org you'll have
all kinds of format choices including XVid


'Paint burning' effect I'm a 2d animator by default but was asked to create a 3d animation in Blender, with only bare basics at my disposal the request seems rather daunting. I need to recreate the effect of paint burning, like here - https://youtu.be/tsgPh4tBz9U?t=45 It's the 'bubbling up' effect and change of colours of the whole thing later on that scares me.
To me this is black magic, but my first line of thinking is to copy the outer layer of the pipe and make this into a particle system that fades up circular particles with growing size over time, as with the colours I know I can change the colours in shading tab over time.
My question is - is this right/ the best way to approach this, if not, can you recommend any tutorial that can open my eyes a little bit?
I realize how time consuming it would be to explain this to me so I'm not asking for definite answers but at least some form of direction where to start would be greatly appreciated. If you know of an effect that can help or if you have seen a tutorial somewhere that covers similar problem I'd be really grateful.

You might be able to do it that way, but I think I would make use of microdisplacement for the model.
I would recommend a tutorial but I can't find anything recent on it right now.  I'll just give you a quick and dirty rundown of the settings you need.
Cycles render engine
I recommend experimental feature set

I created a cylinder and added some loop cuts just to even out the geometry that our subdivision modifier is going to add.

Add a subdivision modifier and set it to something fairly high.

We can choose to use Adaptive here, it's available if you checked Experimental.  You may want to use this for rendering if you run into memory problems.
Add a material and then go into the material settings to enable displacement.

This is a node group I threw together just to get a decent example for you; something with some bigger globs and fine crunchy detail.

You could use an ambient occlusion map to guide the discoloration.  There's a lot more you can do here, but hopefully this will give you a starting point.


My object which throw flame does not appearing during rendering? Dear experts my object which project flames on wall does not appearing during rendering I do not know why
things I have done
*all layers are in  unrestrict mode

thanks in advance :)
file is attached      Here is the link for file

https://drive.google.com/file/d/0B6EziauliLnTQ3hGWGlLcUJQSms/view?usp=sharing

For the issue of the flame not appearing during render, there are two things you might want to consider that caught my eye upon looking at your scene.

First, is the material. You haven't created or assigned a material to the particles for your flow object- 'Plane'. Create a material for your flame, and assign it in the render tab> materials drop down (highlighted in yellow)

Second, is the emitter type to display(highlighted in red). Currently it is set to none. Select another option (halo works well for fire), and you will see your flame in the final render.


How to get average z location of selected vertices in python? I want to get the average z location of selected vertices in python.
And I want to select the vertices by their location using a range like (any vertices that lie in the range from 1 to 2 in the x axis).

Bmesh module solutions for both tasks (edit-mode only so far):

import bpy
import bmesh

ob = bpy.context.object
me = ob.data
bm = bmesh.from_edit_mesh(me)

loc = [v.co.z for v in bm.verts if v.select]
if loc:
    avg = sum(loc) / len(loc)
    print(avg)

bpy.ops.mesh.select_all(action='DESELECT')

for v in bm.verts:
    if v.co.x < 2 and v.co.x > 1:
        v.select = True
bm.select_flush(True)


Export 3D Model als standalone exe DMG viewer I'd like to publish 3D models as exe or DMG so my clients can open them as a stand-alone application for viewing. Basically, I'm looking for something like Sketchfab offline suitable for products I signed an NDA.  How can I do this with Blender? Do you know an easy alternative?
Thanks for your help

Well, Blender 2.79 and under have stand-alone viewers built-in to their executables. You'd have to construct some sort of minimal interactive interface, or find a .blend with scripts already setup. If you've never used Blender before, it might take a bit of concerted effort. Good Luck.


Grease Pencil and also curves don't appear whenever i try to draw with the grease pencil or use a curve it doesn't show up in the view port, it dose shows up in the library.
I have tried restarting and still nothing works. I would love any help.
Thank you.

One reason for missing annotations can be the fact that they are disabled in viewport;

Check your 3D viewport upper right corner menu, see if annotations is checked or not.
Or change Active workspace tab - Layout and Modeling tab for example show annotations by default.


Intrinsic camera matrix from blender In Blender I can render an animation by a camera with specific camera intrinsic settings:

Say I generate images of size 640x480, then the intrinsic matrix K becomes

where

and similar with beta for sensor height and image height. uc,vc are center points of the image.
Now, from blender I can get the camera Rotation-Translation matrix RT which basically describes the cameras trajectory and rotation within the synthetic world.
Now, I can map from image coordinates to world coordinates back and forth:

The issue here is, that I get an projection error that is quite large. That means, if I project the left-upper corner u = 0, v = 0 to world coordinates, then x_world is close to the true destination but not quite. If I manipulate the focal length in K then I can adjust the projection a little bit in a positive way but this seems hacky.
Has anyone ideas or thoughts on this? Thanks

The formula for alpha stated is incorrect.
If you set it to (focal length)*(image width)/(sensor width)
it will work.

Note that focal length and sensor width are in mm, so they can't both be in the numerator, just due to units issues.


How do I give the 2D cursor specific coordinates in 2.8? In the UV Editing Workspace in Blender 2.8, many of the features present in Blender 2.79's Image Editing Panel no longer seem present.

How do I type in specific coordinates I want the 2D cursor to be? How do I return the 2D cursor to the origin? How do I snap the 2D cursor to a specific vertex?

2D cursor to coordinates : you will find in the display drop down menu

The Snap to options you will find in the UV Context menu (right click) :


How do I highlight unwelded UV vertex? While working in editing mode, I noticed that the UV image on the object looked garbled so I clicked on the vertex to see where it was on the UV editor. Turns out when I edited the area to remove a 5 sided face it caused a point to appear in 2 different parts, in other words, the UV point wasn't welded and not at a seam. Then I stumbled into another unwelded stray point.

Got me to wondering...
Is there was a way to highlight all points that are not fully welded in the UV editor?

Found a way to do what you wanted, but it takes some steps and a addon, TexTools for Blender:

https://blenderartists.org/t/textools-for-blender/700811

http://renderhjs.net/textools/blender/

Place the Addon into: C:\Users\YOURUSERNAME\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons, so it can appear in your addon list in blender.

Here's the steps if you wanted to do this way, we're essentially just creating a mesh from the uv map, extruding it, and applying a subdivision surface modifier, where the mesh get's crumppled it's a breaking point in the UV.

So, step 1, gather your mesh and uv map together.

Step 2, using the addon, in the uv editor apply the function, Create UV Mesh.

Step 3, show it in solid form, by going in the object properties and setting the display mode.

Step 4, select the new mesh and extrude it.

Step 5, apply the subdivision modifier to see where the mesh breaks, that's a UV point break.

Step 6, using the information give on step 5, check the uv map where the mesh breaked on the subdivision modifier. There are your UV points break highlighted.

A ugly 6 steps solution, but it works.

The add-on is highly recommended if you like more tools for UVing, just a tip,

Cheers,


How to get instanced object from particle system at location? I need to check which object is instanced at a certain location. The particle system spawns a collection of objects either as is or with the “Use Count” feature.

At the moment I found a way to get the locations with animation nodes, but couldn’t find a way to find out which of the collection objects is being spawned at that location.

Mabye there is a way to do it in python?

Thanks for the help!

This question is asociated with another question of mine: How to get same hair particles from collection in second particle system/ or how to delete instanced particles without converting them to real meshes?

Found a python solution to get all the instances in the depsgraph. By filtering with "is_instance" you can get the names of the instance object that corespond with the source objects.

import bpy

context = bpy.context

dg = context.evaluated_depsgraph_get()

counter = 0
for i in dg.object_instances:
    obj = i.object
    print(obj.name)
    if not i.is_instance:
        print(f"Object {obj.name} at {i.matrix_world}")
    else:
        print(f"Instance of {obj.name} at {i.matrix_world}")
        counter += 1
print(f"Len of instanced objects: {counter}")


How do I "Lock Camera to View" using Python? How do check the box labeled "Lock Camera to View" using Python?

There is a "lock_camera" property, but I don't know how to navigate to the object that has it to set it.

This code checks the "Lock Camera to View" box:

for area in bpy.context.screen.areas:
   if area.type == 'VIEW_3D':
      for space in area.spaces:
         if space.type == 'VIEW_3D':
            space.lock_camera = True


Requiring OpenGL 3.3 for a Blender 2.8 scene but not the application I finished working on a scene last night in 2.8. This morning I tried to open the file and got a "Blender requires a graphics driver with at least OpenGL 3.3 support." error. I am able to open other 2.8 files without the error. If I load the start up file then open the scene I want to open it gives me the same error and Blender closes.

Could I have corrupted my file in some way?

Ok, so I have been fighting with this in many programs as well as blender, I think the problem is on Nvidia's side.  If you open the Nvidia Control Panel, you can specify the GPU to use for OpenGL.  This solution worked well for me and I don't have any more problems... yet.  Hope this helps.

Right click desktop > Nvidia Control Panel > Manage 3D Settings > OpenGL Rendering GPU > (specify only one, don't use Auto-Select)

Now click Apply and you should be good to go.


Once I made and parented a rig, can I still add more bones? (forgot the tail) I'm using an old character model to follow a rigging tutorial. My character is humanoid and has a tail. The character in the tutorial is human, but I want to finish the tutorial first without trying anything new. Can I add the tail controls afterward?

If so, how?

Yes. An armature can be adjusted multiple times.

Armatures typically are parented with a default weight paint for organic creatures.  Next weight paint is used to refine your weights of bones.  Vertex groups are the typical mechanism for control.

So you have two options.

Preferred. Reuse. Use  the vertex groups you have and paint new vertex groups for the tail bones.  Expect some adjustments for previous bones near the tail bones.
More work if you choose to start from beginning. Delete the old armature modifier and all vertex groups and parent again to the armature.  Weight paint again.

Armature and their weights can come and go just like any other Blender Feature.  The first one can be challenging.  The works gets easier each new attempt at armature and weight painting.  You can archive your file for extra peace of mind.


How can I slice an object horizontally into equal pieces? My question is how can I split or slice up horizontally a 3D object into ten (or more) equal pieces, and every piece observe and rotate individually?
Thanx!

Boolean modifiers

I'll report the main passages of the method suggested by BlendersSushi in this article.

Basically it uses the Boolean modifier in combination with thin planes.

Start from creating the Array of evenly spaced planes

Apply the Array modifier and add a Solidify modifier with the minumum thickness possible (we'll lose the part inside the extruded plane)

Apply the modifier and Separate by Loose part by enter in edit mode and press P.

Select all the plane and make the object to cut the Active object. Then Run the script:

import bpy

# Get all selected except Active Object
slave_objects = (bpy.context.selected_objects)

# Get Active Object
master_object = bpy.context.active_object

# Iterate each newly created Modifier to point to corresponding slave objects

for num, slave in enumerate(slave_objects[:-1]):
    print(slave.name)
    bpy.context.scene.objects.active = master_object
    bpy.ops.object.modifier_add(type='BOOLEAN')

    current_modifier_name = bpy.context.object.modifiers[num].name

    bpy.context.object.modifiers["{current_modifier_name}".format(current_modifier_name=current_modifier_name)].operation = 'DIFFERENCE'
    bpy.context.object.modifiers["{current_modifier_name}".format(current_modifier_name=current_modifier_name)].object = bpy.data.objects["{slave_name}".format(slave_name = slave.name)]

After a while, you'll have the object automatically filled with Boolean modifiers.

Apply them, then add an Edge split modifier to get rid of shanding artifacts

Run the Origin to geometry command for an easier object handling.

Now you are able to rotate/translate each object.

By pressing Numpad/ you'll be able to get in to the Local view mode of the selection and examine each section.


My mesh is not moving like the motion tracked video With lots of help of you I ended up with this movie. Something has gone wrong because my mesh is moving .... Any ideas what has gone wrong ?

Your solve error is too high:

You should aim for a tracking error of 0.3 (a third of a pixel)

Revisit your tracking marks and make sure they are not sliding. If they are re-track or try a different tracking mode.

Read: How can I get better results when doing camera motion tracking?


How to make a metal emboss? How to make a metal emboss a reference image attach. Is there any addon to make that effect

No, there's no addon that I know of that can do what you want automatically, you will likely have to do it by hand, one way or another. There are a few workarounds that can fake it, though.

It's an approximation, but you could use a Bezier Curve, with a square section used as bevel object and manually draw your text shapes.

Have in mind that it wont correctly make the beveled ends like in your reference image. You would have to do those manually by hand in the end by converting the curve to mesh first.

EDIT

Create a new plane mesh object, rotate it $45º$ in Z Axis, apply the rotation with Ctrl+A > Rotation then convert it to mesh with ALt+C > Curve from Mesh.

Now add a new Bezier Curve object that will make up your text. Under the Properties Editor > Object Data > Bevel Object pick the plane created in the previous steps.

Adjust the square plane size as needed.

That should get your bevel started, now just manually edit your curve object so it is shaped like the letters of the text you want.

As mentioned earlier this method wont cap the ends correctly with a bevel like in your image. You will have to manually create those yourself if you want, by converting (a copy) to a mesh first. Keep an original copy around as curve just to be safe.


Why does a material created in Substance Alchemist look completely different when imported to Blender? I created a material in Substance Alchemist and even materialized but when set up in Blender it looks very different even when I adjust the height values. Is my node setup incorrect?

This quick PBR material setup reference may help you. It's based on Allegorithmic Substance textures.


Auto-save render add-on I have downloaded the auto-save render add-on, can anyone tell me where I can find the files after the render?

Thank you for your help

Auto-saved files are located in the same directory as your .blend file inside folder "auto_save".

To take script works you have to save your .blend file first.


Render taking ages, just CPU or i did something wrong? I'm an absolute beginner, i've installed blender just some days ago, but i got some basics from other software and my background.
So, my GPU seems too old, it's not that fast and sometimes crashes so i'm rendering on CPU got an i7 put to 6 thread so i can use the PC while it render (i mostly write code, so nothing intensive)... But the render is taking ages

So i've read some articles on how to tweak to render faster, but the results aren't that good, the scene seems waaay darker and i loose lot of color from the environment, the scene is an interior, geometrically speaking easy.
But a nightmare in terms of lighting and textures, all the materials use the new shader and procedural textures...
Can i have some advice ? should i just turn down some settings?
How do i balance what i turn down ?

And at least...
Why so noisy ? after 3 hours, more than 200 samples i was expecting something more... clear... at the original resolution is way more noisy

2000 samples squared will be 4 000 000 total samples do you need that many? Uncheck square samples.


Animation by scripting I am actually trying to move a car along a path. The path is stored in a file.

Right now I am reading each and every position from the file, moving the car to that position followed by appropriate rotation, then I assign a key.
following is the code I am using:

    ob = bpy.data.objects['car']
    bpy.context.scene.objects.active = ob
    ob.select = True
    frame_num = 0
    pos = [list(a) for a in positions]
    m = [0.0,0.0,0.0]
    for j in range(len(pos)-1):
        for k in range(3):
            m[k] = pos[j+1][k] - pos[j][k]
        DirectionVector = mathutils.Vector(tuple(m))
        bpy.context.scene.frame_set(frame_num)
        ob.location = pos[j]
        ob.rotation_mode = 'QUATERNION'
        ob.rotation_quaternion = DirectionVector.to_track_quat('X','Y')
        bpy.ops.anim.keyframe_insert_menu(type="Location")
        bpy.ops.anim.keyframe_insert_menu(type="Rotation")
        frame_num += 30
        j += 1

Even after all this I am not satisfied with my result. In real life when we see an obstacle in front of us we rotate to our left or right. But here the car rotates far before it reaches the position. I know it is because I have defined the keyframes like that.
I tried using two for loops, but even the end result in that is not that good.

My goal is to have the car avoid obstacles by making a tighter turn around them. How do I achieve this?I feel that there should be some easy way to do this. Can someone help me?

This is a part of my environment.

Consider inserting more keyframes so you have more options to change directions.  Perhaps you would need to calculate intermediate turning locations such as locations on a simplified half ellipse to avoid an obstacle.

frame_num += 30 would become

frame_num += 5 and other python changes
Consider a [Follow Path Constraint] whose offset and influence can be animated via keyframe.  Perhaps left and right turn constraints.


Object appears transparent in render but not in viewport I've made a simple motion tracking scene with a cube breaking on a surface.

When I see the viewport render using Shift-Z, everything appears as expected.

When I render the final image, the cubes appear seethrough

[3

When you use the tracking feature, blender sets the compositor up using three layers:

One Layer is the movie, on layer is the objects you want to add, and one layer is the shadow/ao layer to project the shadow and ambient occlusion from the object to the background(movie).

As I can see from your nodesetup, the cubes are only visible on the background layer, but not on the foreground layer. Meaning you see the shadows and ambient occlusion but not the object iteself. Thus you have to

either adjust the visible layers in the render layer setup
or move the cubes to a layer that is rendered to foreground (probably the first layer, the second layer usually includes a plane to cast the shadow on)


Extrude equally along faces, not normals I'm new at Blender and struggle with platings.
I have this piece of geometry that has been stolen from main mesh.

And try to make sort of SciFi looking plane like this, but this has been done manually extruding all faces and than moving them to the sides and up.

but if I just extrude alongside normals I get this weird result (Of course it's exaggerated extrude, just to show what is wrong)

It's fairly simple shape, and it's very easy to do that manually, but what if we have much more complex objects and plates? How to do plating properly? It has to look like hard surface, not organic matter.
If the example is not enough I have the exact same problem on vent.

extruded alongside normals

We can clearly see that something is off
Extruded manually
All faces are at 90 degrees angle, no distortions.
Also solidify modifier gets the same weird results, but I believe the only thing that solidify do is to extrude along normals.

Apply the scale, before you extrude.
In object mode press ⌃ Ctrl + A while the desired object is selected and than click on scale.


Error faces on limited dissolve When using limited dissolve in blender its creating some bad faces like this

Original geo:

Error Face:

Here is the just the face in isolation and fixed face on the right.

The idea is to decimate the model and the frame shown here is part of a bigger model and just this is having issue when doing limited dissolve.

What are these faces called ?

What can I do apart from triangulation to fix it ?

Attaching the blender file here...

For converting triangles to quard faces use Alt+J (Tirds to quards).

For good result in your model, tweek Max Shape Angle:

About "these faces called": https://blender.stackexchange.com/a/34267/32374

  The idea is to decimate the model and the frame shown here is part of
  a bigger model and just this is having issue when doing limited dissolve.

About decimating: there is no much difference between this 2 models:

Before limited dissolve:

after:

As you see tirs count stays same. That's because n-gons (that created by limited dissolve) based on same triangles, so there'is no any memory saving in doing this.

  Well, the idea is not to triangulate but decimate. This is part of a
  larger model and the frame is giving issue

If you realy want to save some memory - use decimate modifier or (much better way) - instancing.


More smoke and smoke colour The standard answer for smoke colour in Blender >2.8 is to write "color" in the "Color Attribute" field in the principled volume node. But this seems to have no effect.
Also there is much too little smoke I don't see the emission amount to have any effect?
And is it possible to have the smoke trace a litte bit more confined?
Attached please find the .blend.

Your file has a fluid object where Smoke Color is set to black, and in your domain material, the Color in the Principled Volume node is also set to black. If you want colored smoke, you have to set colors to the volume at some point or another.
Sorry for a very long answer now but I want to give you examples on how to use color on the smoke. It works like this - I'm using two Flow Objects in a single domain with only one domain material:

In the settings of the Flow Object you can specify a Smoke Color. This is first of all shown in the Solid View so you can distinguish them in the 3D Viewport.

In Rendered View however, if your domain material is set to the default grey color without any Color Attribute set, it shows the default grey.

If you enter the Color Attribute "color", the smoke gets colored by the Flow Object settings, but they are darker than the original colors because they are combined with the grey color set in the Principled Volume node.

You can even give them a different tint by keeping the attribute and changing the node's color setting. I don't understand exactly how the colors are mixed, I guess it has something to do with volume absorption.

A different way to color the smoke is to use the Volume Info node. If you plug it into the Color socket of the Principled Volume shader without using the Color Attribute, it colors the smoke according to the settings of the Flow Objects.

This is just the same as if you were using the Color Attribute and combining it with full white in the node's Color setting.

Using both the Volume Info node and the Color Atrribute will combine each color with itself instead of a single tint for both, meaning it will make the colors more intense (and maybe a little darker, too).


Lock transformation in local coordinate system I want to lock the transformation to certain axes only, but when I just lock the axes in the Transform panel, they seem to lock global coordinates, even when Transform Orientation is set to Local.

Note that locking the axes removes the arrows from the local gizmo, which makes this all the more confusing.

That's what the Transform Location locks are for, they lock the objects on the Global axis, the fact that you switch the Transformation Orientation from Global to Local won't change it.

If you want to constraint an object on its local axis, use a Limit Location constraint, switch the Convert to Local Space and choose on which axis you want it to be constrained.


ClothFX animation not working I'm not familiar with animation, so I'm betting it's something simple. I'm trying to do a simple cloth collision with ClothFx Haddon and it animates fine with the timeline, but will not render. I've searched and the only two things I've found that could cause this is either a subsurf modifier that has not been applied or the subsurf modifier not below the cloth modifier. I tried both of those and they didn't work; the trigger still goes right through the cloth. Any help would be appreciated.  http://pasteall.org/blend/index.php?id=44687

thanks...

Make sure you have your modifiers in the correct order. Had someone help me figure out this order that worked for us.


Vertices alignment in a straight line Currently working on a project where I am sculpting a statue of a dead king holding a sword.  The statue was composed of many objects which I now successfully remeshed together.

Remesh went very well except for the sword blade which totally lost its edge.

Bearing in mind that this statue is being done for 3D printing and till now the mesh is totally manifold.

Is there a way I can align the vertice (edges) of the blade in a straight line without having to try and do it one by one?

Should I have marked the edges of the blade as SHARP maybe that would have helped in the remesh?

Your answer worked thanks very much.  It's not perfect but much better than before.

Now my only problem is the sword tip which was quite thin and seems to have corroded during the remesh.

To align the vertices, just scale them to zero along the perpendicular axis.

To scale multiple lines at once, set Pivot to Individual Origins.


Automatic Weights Different on one side than the other see title

Whenever I use automatic weights on my model it always has one side different than the other on legs, feet, arms, and hands. The topology is exactly the same on both sides and I've already removed doubles and recalculated normals. Please help. It's a pain to have to go back every time and manually adjust the weighting

feet example:

good

bad

and arms example:

good

bad

This seems to related to the fact that you have multiple disconnected parts (meshes) inside a mesh object. It always gives Blender trouble to auto-weight multiple-part meshes.

Two solutions, as far as I can see it:

Separate each sub-object within the object (Edit mode - Select - Ctrl+P - By loose parts).  Then apply automating weighted-painted solution to each part separately. (Of course, before doing that, delete the armature modifier, weight painting, and the existing vertex groups on the original mesh)
Even easier - if your mesh is 100% symmetrical, simply delete half of it, apply the weight painting, THEN mirror. The mirror side will have the exact same w.p. as the other one. Of course, it will still retain the potential w.p. errors due to disconnected meshes, but at least both sides will be identical.


What is the difference between Clip, Movie and Image of the Add-menue in VSE ? When you are inside the VSE, there is a menu called Add, you can load different media with it into the timeline.

Three of the options of the Add-menu are not clear to me how they differ,namely: Clip, Movie and Image.

The most obvious differentiation is between Clip and Movie, they mean in non-Blender parlance simply the same. Why I also included Image is, because I noticed, that sometimes the term Image is used for Video sequences as well in Blender.

There will be nothing in the Clip menu unless you've opened media (video or images) via the Movie Clip Editor.  At all other times it's just a blank menu.

Movie simply means a video (.AVI, .MOV, .MP4, .MKV, etc.).  This can have video and audio combined (which Blender then separates upon load).

Adding an Image (.PNG, .JPG, .BMP, etc.) will do a couple of things.  First, you can add a single image which can be stretched over several frames. Like if you wanted a picture of an album cover to be displayed while a song was playing in the background.

But Blender also allows you to render stills and save them to the hard drive in sequential order automatically.  If you create, say, a 240 frame animation, Blender will render those frames 0001.png to 0240.png and store them in a folder.  You can then add them to the VSE and Blender will play them in sequential order automatically.  If you set the video framerate to 24fps, your video will be 10 seconds long.


How to read pixels of a video from python API? How to access pixel values in a video footage frames from python API?
Sequence or clip editor? Or loading data directly perhaps?

I'd like to make a primitive laser 3D scanning addon utilizing same principle as
http://en.myinventions.pl/index.php?page=3Dscanner

Edit: Ok, half way there - able to load file, but can read only the first frame.
Is there a way to change frame?

import bpy
img = bpy.data.images.load('H:\\Data\\_blender\\Fluid\\Video_Edit.mov')
print(img.frame_duration)

#getting data
pixels = list(img.pixels)

#testing data
tmp = bpy.data.images.new(name="sample"+str(frame), width=w, height=h, alpha=False, float_buffer=False)
tmp.pixels = pixels

Though not officially possible (https://projects.blender.org/tracker/index.php?func=detail&aid=37216&group_id=9&atid=498), I found a dirty workaround:

import bpy

frameStart = 1
frameEnd = 155
frameStep = 50
viewer_area = None
viewer_space = None

for area_search in bpy.context.screen.areas:
    if viewer_area == None and area_search.type == 'IMAGE_EDITOR':
        viewer_area = area_search
        break

if viewer_area == None:
    viewer_area = bpy.context.screen.areas[0]
    viewer_area.type = "IMAGE_EDITOR"

for space in viewer_area.spaces:
    if space.type == "IMAGE_EDITOR":
        viewer_space = space

path = 'H:\\Data\\_blender\\Fluid\\Video_Edit.mov'
img = bpy.data.images.load(path)
w = img.size[0]
h = img.size[1]
viewer_space.image = img

frame = 1
for frame in range(frameStart, frameEnd, frameStep):
    viewer_space.image_user.frame_offset = frame
    #switch back and forth to force refresh
    viewer_space.draw_channels = 'COLOR_ALPHA'
    viewer_space.draw_channels = 'COLOR'
    pixels = list(viewer_space.image.pixels)
    tmp = bpy.data.images.new(name="sample"+str(frame), width=w, height=h, alpha=False, float_buffer=False)
    tmp.pixels = pixels

img.user_clear()
bpy.data.images.remove(img)


Why does the texture within the shader viewport look more distorted than the actual texture image? Oviously, the texture image(in red rectangle) hasn't scratches. But why do the textures in the Shader Viewport appear scratches? I only used, Bump Node.

In addition to the UV map problems, the nodes are illogical. You are connecting a normal map as bump. Normal map should be used with Normal Map node. It can be connected to the Bump node as Normal input, while a bump texture should control the Height of the Bump node. You have a texture named albedo connected to the Bump nodes Normal input - that makes no sense. Albedo textures might not be the best source for bump textures, but I will assume, that is what you wish to use it for.

This would probably make more sense:

You might want to consider lower bump distance values. 0.625 would mean 62.5 cm if you are working with metric units, while bumps on surfaces you might want to use bump maps for in a room sized scene might be somewhere around 1-10mm, so 0.001-0.01 for the value might be more logical. Of course, you might be modelling a surface of a planet - I don't know that. I am guessing the scale of your scene based on a normal map image in your screenshot and the texture name "floortileclean_normal.png".

Problems like you show in the picture might be caused by insufficient detail of a texture as well or insufficient bit depth, but it is hard to tell without testing them properly set up.

There is no red circle in the image, it's a rectangle.


How to scale object with more vertex to other to fit perfectly? im coming here for help. I need scale this object with more vertex to the other but need to match exactly, how i can do that?
If i scaling and press ctrl to snapping is not work:/
Thank you.

It should work.. e.g. set your snap as follows, to use the 'Active Element' to snap from, and 'Vertex' to snap to, ensuring the snap is set to affect 'Scale'..

Select all the vertices on the smaller circle, taking care to have a vertex (say one on the X axis?) matching one of the outer circle's vertices active at the end of your selection, and scale it out to snap to its match on the outside.


Turn set of vertices into a edge I have a bunch of vertices in row like the top of this image:

Is there a quick way to select them all and end up with something like the bottom edge/line?

Maybe even a bpy way of doing it?

There is no single command that lest you do exactly what you want, but if you select them all in order (individually from left to right or right to left) you can join them with J. The reason there is no single command that allows you to select them all in one go and then fill them is because Blender wouldn't know in which order to join them. It would be like trying to complete a connect the dots with no numbers. Selecting them all in a specific order tells Blender the path to fill.

EDIT: You could also extrude all of the vertices up (or any direction that ensures the resulting edges dont overlap) so that you have a series of vertical edges. Then the Bridge Edge Loops tool (found in the W or CtrlE menus) will fill all the faces in. Then select the extruded vertices with Alt select and delete them leaving just the connected original vertices.


Blender selection in viewport suddenly slow Since a few weeks I suffer from the issue where I have to wait up to 6 sec after selecting an object in the viewport. The time depends on the amount of hidden layers (and hence the amount of objects visible).
But the amount of objects visible from the moment this starts to happen are nowhere near stretching my system.

This question has been asked before,
and I've been crawling through a number of bug-reports talking about this issue (or not) and they all seem to suggest that this should be fixed in later version.
I'm working with Blender 2.79b and these bug-reports all seem to have this issue resolved for earlier version.
So these fixes don't seem to apply for the current version anymore (or the features causing this are renamed, so I'm not recognizing them in the settings).

Also, the issue I'm having is often related to newe NVIDIA gpu's.
I was using CUDA before (same computer, other arch-based installation) which seemed to perform way worse than my cpu when rendering, so I didn't jump through the hoops again to get it working.
If I understand correctly CUDA has only an effect while rendering, it shouldn't affect performance while working in object mode, but maybe something I did driver-wise might have had an effect.

I've been struggling with this issue for a couple of weeks now, I hope someone can "render some lightrays onto my scene" ;-)

My laptop is a ASUS 4-core, some 2.5 Ghz, 16 Gb RAM with a Intel/Nvidia (bumblebee) GPU

Slow selection is usually fixed by changing the Selection mode in the System panel of the user preferences.

From the manual page about troubleshooting slow selection:

OpenGL Occlusion Queries (User Preferences)
See User Preferences ‣ System ‣ Selection.
This option defaults Automatic, try setting this to OpenGL Occlusion Queries, since there is a significant performance difference under some configurations.