(Blender Game Engine) Walk and Run cycle sound problems This has not bothered me for a while. But when working on the finishing touches of my game I seem to rather have it fixed than to keep it that way.*

My problem is simple. When I walk the 'Walk'sound comes up. But when I run the 'Walk'sound continues with the 'Run'sound. That way it seems like there is more than just one person to control.

The workflow that I used to realize the sounds is easy. I used a part of the ground as collision sensor and gave it a 'Collision' Sensor as well as 2 Different 'Keyboard' Sensors. One triggers the walkcycle sound actuator when pressing the 'W' key while the other needs the 'W'+'Shift' key to play the runcycle sound actuator.

When trying to put the sounds on different logic bricks even connected to the Character it self, it did not seem to make any difference. That is why I came up with this very specific question.

If there is anyone who can relate and or solve this mystery please let me know. Also if I have not provided enough info about my current situation reguarding this small sound issue then let me know as well as I am willing to explain the tiniest details if necessary.

Thanks!,

If some info is not clear; this is the actual Logic Brick for one of the floors I use in my game.

Analyse

Your setup is not exclusive.

This means you can (and do) activate both actuators at the same time. This happens as both are listening to the same keyboard key W. The only difference is the key modifier Left Shift.

Logical Condition - method

You need to exclude the key of the opposite operation when triggering the first operation.

You can do that with an additional keyboard sensor listening to Left Shift as well, but inverting the output [Invert].

This way the logic will be:

W + not Left Shift -> first actuator
W + Left Shift -> second actuator

Due to the exclusive conditions the actuators will run exclusive too.

State - method

A better implementation is to use the build-in state machine. This way the operations are guarantied exclusive. You can even use the same key to toggle between walking and running.
Example:

State 1: waiting

State 2: walking

State 3: running

waiting: when W -> walking
walking: when not W -> waiting
waiting: when Shift -> running
walking: when not W -> waiting
waiting: when not Shift -> walking


How do I fix these armatures? So, I'm trying to figure out how to rig a model for animation, and I've come across a problem.
Right now, I'm working on the leg bones, and I want both of the legs to be part of the bottom torso, the top torso to be connected to the bottom, and the head and arms to be connected to the top torso. However, I keep finding that when I add "Automatic Weights", it only allows one of the legs to be fused to the bottom torso. The other just stays disconnected.
Does anybody know how to fix this, and how I can prevent this for future models?

for what i am seeing in the wireframe pic, your box model is disconnected from every box model you made, so automatic weights isnt gonna work properly if your models are splited or separated individually like this, but then parent every model to the respective bone, instead with bone parent option in the menu when doing re-parenting...


Questions about cast shadows is there a way to make the cast shadows of the sun light less dark?
Im working on an animated object that will have a cast shadow on a shite background, but right now the cast shadow is way to dark.
question 2
is there a way to use a HDRI as a light source but get rid of the cast shadows that is caused by the HDRI (lightpath maybe?)
Always grateful for your help.

just use this setup for your object. (i assume your are using cycles)
blue is your object color, on the orange bsdf you can change the alpha to change the shadow darkness.


Insert Keyframe reverses Mirror option? I rotate both arms using the Mirror option, then I press "Insert Keyframe" -> "All Channels".
One arm snaps back to the previous position.
It seems to me that Blender ignores the "Mirror" option and only keyframes the one arm which I have actually rotated instead of both.
Am I right?
I have recorded a video of this strange behaviour here.
Can anybody help?

Edit: I have filed a bug report here because it seems so strange.
If I select both bones (left and right bone) manually and rotate, it persists, so I'm really baffled what goes on here.

Insert Keyframe will only create keyframes for the selected bone(s), not for all the bones of your armature. You've only selected one bone in your video, the mirrored bone will also move because of the X mirror option, but it won't be taken into account as it is not selected.
All Channels means that it will create keyframes for all the channels of this bone (Location, Rotation and Scale).
If you want the rotation to be taken account for all your bones, activate the Auto Keying option, but in that case you don't need to insert a keyframe.
Also, try to not report a bug if you're not sure it's a bug.


lost a background image after an animation render I created a simple scene with a planet in space.
I texture-painted a plane as the background and that worked fine, just a black plane with lots of colored glowing dots.In the first picture renders it worked just fine displaying white stars at the colored dots, but after I rendert an animation the background suddenly turned greyish/orange affter the first frame and from now on it doesnt changes back.

Did you save your hand-painted image texture externally? When you first paint a texture in Blender, it's only saved in cache. If you change frames, close/reopen the project, or move stuff around, you risk losing that work.


How to scale down a texture Very new to blender so sorry if this is easy. I want to make the tiles on this plane smaller but I can't figure out how. I read about a mapping node, but can't figure out where to put it. If someone could explain how it works that would be great, thanks!

You can either do it with an (Input) Texture Coordinate node > (Vector) Mapping node > Image Texture and tweak the Mapping scale values, or select your plane, switch to Edit mode, select all and in the UV Editor, select the UV and scale it up.


Bug? Freestyle rendering hidden edge I have a problem with Freestyle rendering.

As you can see there is a redundant line, which actually is hidden.
Why this is happening?
Is this a bug?
Are there any ways to solve or workaround (except manually marking edges) this problem?

What is even more ridiculous is that if I delete farthest bar then unwanted line will dissapears!
How it could be even explained?

.blend file is here: http://www.pasteall.org/blend/40994

Please help!

I've analyzed your scene, even rebuilt it from scratch because I could not understand my self what the problem was!

The reason you are getting artifacts and freestyle fails to compute correctly is because you have the legs of the table coplanar with the surface of the table and this notoriously cause problems not only in freestyle but in BI and Cycles too.
In other words avoid having a surface exactly snapped on another surface because it may cause errors computing what is on top of the other.

Just lower the two cubes by few mm and you have solved the problem

edit more info:

It's called Z-fighting

it's not specific to Blender even, this problems may be noticeable or not but for your purpose you are asking to freestyle to show only visible edge and there is no way for it to discern if the upper face of the leg/cube it's higher or lower the bottom face of the table/cube. You need to give the render a hint even by a very slight amount.

And speaking about common practice, the common practice is to delete the invisible face!


Making games, should I animate in Blender or Unity? This is just a more general question to do with making games using blender and unity. I am very new to game design and production in general and have been creating a models and assets for a game. However, I do not know how I should use/organise them.
I was thinking about modelling characters, weapons, cars, objects etc and how I would export them into Unity. When it comes to rigging and animating said objects, should I animate in Blender or Unity? And what would be the process to make walk cycles/run cycles and animations - whilst having game movement - in either scenario?
If anyone is a professional game maker, should  I keep anything in mind when working with the two programs? What would be your best tips?
Thanks!

So, let me preface by saying, its been a hot minute since I worked with Unity, and they do update things, so some things might be different.
Unity has really good documentation so id recommend checking that out. https://docs.unity3d.com/Manual/index.html
Unity Learn has tutorials that will get you started and show you how to set up your file structure efficiently. https://learn.unity.com/
Last time I used unity, it had pretty good support for blender, you could choose to import .fbx or just straight up .blend files.
I always animated in blender because I was most comfortable with it, but you can animate in unity as well, I think they had some kind of implementation for that, and I know for sure people have done procedural animations in unity. Here's a really cool GDC talk on procedural animation in unity https://youtu.be/LNidsMesxSE
Rigging can be done "generic" or with Mecanim. Generic is for anything non humanoid, Mecanim, is of course for humanoids, so you need to set up your rig with all the bones Mecanim needs.
https://docs.unity3d.com/Manual/MecanimFAQ.html
You'll want to make sure your walk cycles loop of course, but there's two different ways to approach actual movement. The first is the traditional way, you animate your character looping through their walk/run cycle without actually moving, as though they were on a treadmill. Then you code in their movement and tie the animation to it through an animation controller. The second way is to actually animate your root, so your character changes positions, and then unity has an option to use that root motion as actual character motion. I was never personally able to get this one to work quite right, but the character controller that comes with unity uses it, and handles very nice. The tradeoff between the two is basically greater control and being able to adjust things later, vs (if you animate it correctly) very accurate movement to step ratio.
I would recommend making some very basic stuff in unity before you spend a lot of time on a character and animations. A lot of people try to jump in and make a big RPG like skyrim or something, and then get frustrated and a little angry when they've made all these characters and weapons and armors, and cant figure out how to get all the gameplay actually working.
Anyways, I hope that was helpful, I wish you the best!


Autostart an Operator from custom node A Custom Node Creates a Collection and invokes an Operator that registers a 'TIMER' and constantly updates some properties of the 'MotherNode'.
import bpy

class SFX_ClockNode(bpy.types.Node):
    '''SFX_ClockNode'''
    bl_idname = 'SFX_ClockNode'
    bl_label = 'Clock'
    bl_icon = 'CURVE_NCIRCLE'
    bl_width_min = 340
    bl_width_max = 340

@classmethod
def poll(cls, ntree):
    return ntree.bl_idname == 'SFX_NodeTree'

def update_value(self,context):
    self.update()
    pass

operator_started_bit1 : bpy.props.BoolProperty(name = "Operator Started",
                                description = "Operator Started",
                                default = False)
date :bpy.props.StringProperty(name='Date',
                            description='Date',
                            default = 'Sun Jun 20 23:21:05 1993')

TickTime_prop: bpy.props.FloatProperty(name = "Tick Time",
                                description ="Sanity Check message round trip Time",
                                default=0.1,
                                precision=1,
                                update = update_value)

def init(self, context):
    self.draw_model(context)
    pass

def copy(self, node):
    print("copied node", node)

def free(self):
    self.operator_started_bit1 = False
    bpy.data.collections.remove(bpy.data.collections.get('ww SFX_Nodes'))
    print('Node destroyed',self)

def draw_buttons(self, context, layout):
    box = layout.box()
    col = box.column(align = True)
    row = col.split(factor = 0.3)
    if not(self.operator_started_bit1):
        row.operator('sfx.clockstartop',text ='Start')
    else:
       row.operator('sfx.commstarteddiag',text ='Started')
    row1 = row.split(factor = 0.75)
    row1.prop(self,'date',text = '')
    row2 = row1.split(factor = 1)
    row2.prop( self, 'TickTime_prop', text = '')

def draw_buttons_ext(self, context, layout):
    pass

def draw_model(self,context):
    collection = bpy.data.collections.new('ww SFX_Nodes')
    bpy.context.scene.collection.children.link(collection)

def update(self):
    pass

and the associated Operator
import bpy
import time

class SFX_OT_ClockStartOp(bpy.types.Operator):
    """ This operator Starts the Clock"""
    bl_idname = "sfx.clockstartop"
    bl_label = "Clock Start"

def modal(self, context, event):
    if event.type == 'TIMER':
        self.MotherNode.TickTime_prop = (time.time_ns() - self.old_time)/1000000.0
        if not(self.MotherNode.operator_started_bit1):             # destroy
            ret =self.End_Comm(context)
            return ret
        else:
            self.MotherNode.date = time.asctime()
            self.old_time = time.time_ns()
            return {'PASS_THROUGH'}
    return {'PASS_THROUGH'}

def execute(self, context):
    print('Clock Start -- execute')
    self._timer = context.window_manager.event_timer_add(0.001, window=context.window)
    context.window_manager.modal_handler_add(self)
    self.old_time = time.time_ns()
    return {'RUNNING_MODAL'}

def invoke(self, context, event):
    print('Clock Start -- invoke')
    self.MotherNode = context.active_node
    self.MotherNode.operator_started_bit1=True

    return self.execute(context)

def End_Comm(self,context):
    print('Clock Start -- end timer')
    self.MotherNode.operator_started_bit1 = False
    context.window_manager.event_timer_remove(self._timer)
    return {'CANCELLED'}

I would like the Node to start the Operator when the Node is created as having to push the Start Button is a shabby workaround. Inserting
bpy.ops.sfx.clockstartop('INVOKE_DEFAULT')

into the init method of the Node wont work as at the moment of node creation no active_node is in the context. Any Ideas to accomplish this ?
THX
Martin

To achieve this I wrote an operator that inserts the node in the NodeTree sets it active and starts the associated Operator
import bpy

class SFX_OT_IN_Adder(bpy.types.Operator):
    """ Insert a Clock Node to the Node Tree and start it"""
    bl_idname = "sfx.in_clock"
    bl_label = "Insert Adder Node"

def invoke(self, context, event):
    node_tree = bpy.context.space_data.edit_tree.name
    Node = bpy.data.node_groups[node_tree].nodes.new('SFX_ClockNode')
    bpy.data.node_groups[node_tree].nodes.active = Node
    bpy.ops.sfx.clockstartop('INVOKE_DEFAULT')
    return {'FINISHED'}

def draw(self,context):
    pass

and put it in the node_menu
layout.operator('sfx.in_clock', text = 'Clock', icon = "CURVE_NCIRCLE" )


Is there a way to assign a material to a vertex group without the vertex group being editable mesh data? I'm not entirely sure if I'm wording that right, so I'll try to explain a little better. I have a solidify modifier applied to an object with the rim and shell marked as their own vertex groups. I want the vertex groups to have a different material than the rest of the mesh, but the only way that I can think of doing that is to apply the modifier and assign the material the regular way, which is destructive. How can I assign the material to the vertex groups without applying the modifier? Is there maybe a node that can assign materials to specific vertex groups?

In this case, the modifier provides a Material Index Offset setting for generated geometry.. (just above the Vertex Group assignments)  so you don't need any get-arounds..

(This circle is solidified downwards, from red to blue)
In general, until a node is provided, this method by @Nathan can get vertex-groups / weights into shader trees.


Can you use drivers on sverchok nodes? I just tried adding a driver to a sverchok node property, but it won't show up in the graph editor. Is it not possible to do that? Why not?

As a developer of Sverchok i'd like to answer in the negative.

No F-Curves or Drivers for a slider/property from a custom NodeTree will show up in the Graph Editor. Custom NodeTrees are things like Animation Nodes and Sverchok, ie: anything not from a Shader Node Tree / Compositor Node Tree.

I asked Blender developers in IRC about enabling this for custom node trees, but it appears not so trivial or not a priority.

I think what you could do is make a custom property for a normal Empty object, and add a Driver and reference the specific node tree in the driver code. Can't confirm this works, but it's worth trying.


How do I remove overlapping faces for this case? Thanks for your attention!

I imported a svg image, extruded it, did the shortcut 'I' thingy.
Now I have those overlapping faces in corners.

I tried 'remove doubles' but it didn't remove any verticles(tried merge distance as well). Merge didn't do the job properly either.

How may I handle this?
I want to extrude the inner face after organize the border part faces.

It would be lovely to have some advice long or short!
Thank you in advance. Wish you a lucky day :)

First of all you need to select the inner ring that you created with I. You can use Alt for it. Then deselect everything that is fine with the circle selection tool (C). Then press X and select Edge Collapse. Your problems should now be fixed. For that selection part I made a little picture here:

Just deselect everything which is outside the problem area.


When I snap a curve's vertex to the 3D cursor the handles disappear I found out my handles disappear when I snap to cursor. How to add handles back to the curve vertex?

I've hooked the end of my curve to an existing empty, it moves with the empty but when I rotate or scale the empty it has no effect on the curve.
Is there an easy way to fix it that doesn't involve replacing that empty?

Blender treats a curve point as 3 separate elements: the central control point, the left handle and the right handle. This means that when you choose Selection to Cursor, each individual element will be snapped to the cursor, essentially putting the two handles and the control point into the exact same location.

As both the handles and the control point are at the same location the control point can no longer be rotated or scaled as it is the distance between the control point and the handles which determines the scale or rotation, and at the moment, there is none.

The handles are still there. If you click multiple times on the control point after it has been snapped to the location and press G you will eventually select a handle and be able to move it as normal.

As you mention, pressing V twice solves this as it tells blender to change the handle type of the point, which recalculates the handles at the new location.

To avoid this, in future you can choose Shift+S> Selection to Cursor (Offset), which will instead treat the selection as a single element and move the control point and handles but keep the distance (offset) between them.


In Cycles Preview (not rendering), GPU is 20 times faster than CPU, but only double in Rendering! In Cycles Preview (not rendering the image), my GPU is 20 times faster than my CPU, but only twice as fast in Rendering! The GPU and CPU speed, as stated, is compared in Preview mode, so if there was any thing that would weight it down in the actual render then it would affect both CPU/GPU basically the same (I think).

$500 GPU! - GTX 1060 (6GB), CPU - i7-6700

I tried tile size at 256 x 256.

CPUs work better when using tiles, escpecially smaller tiles. While GPUs work better when using bigger tiles or in the case of preview, 1 tile the size of the whole image. So when previewing it's just like one big tile, and that's why the GPU is much faster. and when rendering, it uses small tiles, and that's why the CPU performs better when rendering.


Importing webm video with transparency to the VSE removes the transparency In an effort to cut down on file size, especially for archiving purposes, I've attempted to render out my old project's PNG sequences into .webm files with RGBA selected because of the transparency.  Problem is, when I load the new RGBA webm file into the Blender VSE, the alpha channel is replaced with black, and I can't seem to figure out how to get it to recognize the alpha channel.  Is this is a bug in Blender?

You can also convert the png sequence to a MPEG-4 container with a PNG codec. This will keep the transparency. The file size seems to be a little larger than the webm-codec.
The problem stays also when you convert the png sequence directly with FFMPEG (what Blender uses internally). According to this post that shouldn't be the case. However, importing that video back into Blender doesn't show - as you mentioned- the transparency.


How to quickly make this shape? How to build that very quickly ? ; )

Yes : this is an icosphere with both (and in this order) a wireframe and a subsurf modifier.

here is the sequence :

The point is : I wanted to share the wireframe modifier possibilities as I discovered it today.

Here are some other very simple possibilities, just starting from the basic shapes:


How to get the color of a vertex group with python? Is it possible to get the color of a vertex group that is coloured with dynamic paint? I have a mesh of tree which was created from particle instance and then applied. Then I joined all of that to create a single mesh. Then dynamic paint was used to draw a color on that.
The complex part is that I need to get the color of the vertex group which was named leaf-1.
I proceeded with dynamic paint for coloring the mesh and that is a brilliant tool. Now I need to export the color values of that vertex. I thought the dynamic paint values are stored in the dp_paintmap vertex color. But that values are full of (1.0,1.0,1.0,1.0). I have been searching for this and found a similar question. blender.stackexchange.com/questions/123261/getting-color-values-produced-by-dynamic-paint
Please help me. Where is this data stored?

Finally the answer is found.
https://developer.blender.org/T82451
Thanks to Phillip
You need to read this from the evaluated object, see

import bpy

ob = bpy.context.object

depsgraph = bpy.context.evaluated_depsgraph_get()
object_eval = ob.evaluated_get(depsgraph)

#vertex colors are in fact stored per loop-vertex -&gt; MeshLoopColorLayer
if ob.type == 'MESH':

    #how many loops do we have ?
    loops = len(object_eval.data.loops)
    verts = len(object_eval.data.vertices)
    print("--------------------------------------------")
    #go through each vertex color layer
    for vcol in object_eval.data.vertex_colors:
        # look into each loop's vertex ? (need to filter out double entries)
        visit = verts * [False]
        colors = {}

        for l in range(loops):
            v = object_eval.data.loops[l].vertex_index
            c = vcol.data[l].color
            print("Vertex {0} has Color {1}".format(v, (vcol.data[l].color[0],vcol.data[l].color[1],vcol.data[l].color[2])))
            if not visit[v]:
                colors[v] = c
                visit[v] = True

        sorted(colors)
        print("Vertex-Colors of Layer:", vcol.name)
        #print(colors)
#        for v, c in colors.items():
#            print("Vertex {0} has Color {1}".format(v, (c.r, c.g, c.b)))
#
        print("")

The magic of depsgraph


How to build a Low Poly on a High Poly while being able to see both? All the view options I can find make it hard to see the low poly mesh and the high poly mesh at the same time. (This is for baking a high poly onto a low poly) Is there something I'm missing?

This would be the best case options for me:

X-Ray mode only on selected objects
wireframe only for selected but with backfaces wires hidden
high poly regular shaded with no transparency
selected objects wires on top but slightly transparent where they are inside the high poly (not selected meshes)

Lowpoly occluded wire with Highpoly surface

X-Ray disabled
Lowpoly Viewport Display

In Front enabled
Display As Wire

Standard X-Ray with occlusion

The lowpoly wires stay visible even if the surface is not visible.

Notable options to combine:

Overlays > Shading > Hidden Wire
Viewport Shading > Outline (off)


Option flags for custom properties (bpy.props) I just read about properties in the documentation. Every type of property can be created with some options. Most of options are self explanatory, but I really don't know how to explain the option called 'PROPORTIONAL'. Example:

bpy.types.Object.example = bpy.props.IntProperty(name='Example', \
    default=-1, options={'PROPORTIONAL'})

I was able to find the following doc string:

  Adjust values proportionally to each other

but it does not make much more sense. Properties can't be edited using proportional editing, right?

Is there any documentation for all of these option flags?
HIDDEN, SKIP_SAVE, ANIMATABLE, LIBRARY_EDITABLE, PROPORTIONAL?

I wasn't able to find any.

The PROPORTIONAL flag is not related to Blender's Proportional Editing feature, but Multi-Number Button Editing. It's broken in 2.72 for custom properties however.

There doesn't seem to be any documentation in the API docs about this particular option beside what you already found. The corresponding is_... properties seem to be the only documentation.

HIDDEN: True when the property is hidden.See also Hide custom properties in the UI panel with python
SKIP_SAVE: True when the property is not saved in presets. See also this comment
ANIMATABLE: Property is animatable through RNA (should actually be true even if not specified)
LIBRARY_EDITABLE: Property is editable from linked instances (changes not saved)
ENUM_FLAG: Property is an EnumProperty and multiple entries can be selected (ShiftLMB)


How to set up a render farm I got my hands on three identical PC towers, I would like to hook them up into a render farm, but I would like some advice on what opperating system I should use. I know that I need one of them to be a master, when I looked up linux I found that they had a linux server, is that the sort of thing I'd want for the master?

To setup a render farm you need multiple computers that can talk to each other over a network. Then you setup one as a master and the others as slaves that will get their workload from the master.

Blender includes a network render addon that just needs to be enabled in preferences then configured on each machine.

Flamenco is the new network render project being worked on.

For a small farm you can also manually start blender on each machine, giving each a different range of frames to render. With *nix machines this can be done through an ssh connection with blender -b myscene.blend -s 1 -e 10 -a, this can be expanded to a script that can automate sending the command to each machine for you.


scale multiple textures is there anyway to scale multiple texture nodes? for example the image below. Is there anyway to scale these three textures together?

If you are wanting to keep their scales relative you could use the math node and multiply each scale value by a factor. For example below, I am doubling the scale of each texture, where the first math node is my factor (highlighted in yellow), and each of the next math nodes are my scale of each texture. Just change the factor in the first math node to adjust all three.


Is there a manager for creases or edge groups for Blender 2.8? For a lot of subd models with creases I need a crease-editor like Maya have.

In Blender all edges must be manually selected to tweak or adjust the values one by one  by hand. In version 2.8 it's getting  dangerous after 8 hours of selecting and writing down with the annotate tool my clickfinger hurtS.
sometimes specialIy after hours I move acidently the edges just a tiny little bit when selecting a edge check the creasing value and then the shading can look wrong,maybe  the face is not planar anymore, its now distorted and now the model look like a error and must  unwraped  UV again.
Urrghhhh...
Is there an add-on for Blender 2.8 that could help with that Problem and bring a  creases manager in my Pipeline like Maya have .

One help would be that selecting with rightclick can't move the edge with a mouse move without gizmo is involved.
A click and drag on  the White gizmo Ring schould move the edge or vertex .but

How to Setup the preference keymap.? I Don t know..

For a decade Maya has this tool but in Blender 2.8 I could not find an edge-group-manager.
Is there anything in development, or is there another free tool that has edge Group creases Management?
 Here a link anyone can look how the creases manager Editor works..

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/Maya-Modeling/files/GUID-83308C84-E5EE-4B07-8B26-7C04F8134701-htm.html

Cool festures f.e.you can choose your color s for different crease , the creases are  listed named with  values that can be tweaked without selecting again and  again edges or edg loops to see the values.

so simple Mega cool ...

You can select one creased edge, then use Shift G "select similar, crease" , then assign them to a vertex group for faster selection.


How to point and select mesh containing face if model contains many meshes? Other questions like this are similar but don't address the problem of how to select a particular mesh if there are many meshes in a model.

For instance, this model (https://poly.google.com/view/6mRHqTCZHxw) contains many meshes.

One way to find the mesh corresponding to the helmet is to manually select each mesh in the Outliner editor (top of right-hand bar) until the helmet gets highlighted. This is tedious.

Is there a way to click on the helmet and identify the corresponding mesh?

1) Make sure you're in Object Mode.

2) Right-click on any part of the model, and the corresponding mesh should get highlighted.


how to texture an object and keeping the object's color I'm trying to to texture an sample object to produce an object with "color" and texture.It work in blender render..

but not in blender game.

I wish someone can help me with this for my game.I'm new with blender :P thank you]3

This is because you're in solid view. change to GLSL (N, Sahding, GLSL) And then click the texture button at the bottom of the screen (Z) and change to textures (the sphere with checkers.)


How to hide the light? The light is not showing at all in the 2nd picture until I add a glass layer. It shows in the render mode and rendered image.

How can I achieve a light effect without rendering it out?

Thanks a lot!

I found the solution.

Select the Point light object.
In Object Property, under Visibility, try the settings below. It works for me.


Is there a way to mirror and duplicate in one action? I have this cube:

When I mirror it around the x-axis I get this:

but I want this, so that the object is mirrored and duplicated:

Currently, I can do that by copy-pasting the cube then mirroring the duplicate cube (leaving the original cube in place), but it feels like there should be a better way.

How do I mirror an object such that it is duplicated, leaving the original in place?

Use a mirror modifier.

All you need to do is add the mirror modifier, and set its Axis to Y...

Assuming you have the object origin at the scene center, and your cube positioned where you want it.


Video render is splitting the final video into chunks I'm totally new to Blender, specifically the video editing aspect to it, so I apologise in advance if I've missed something monumentally obvious.

Basically, I have edited together a video using multiple video, audio, and image files. I've managed to get everything looking, working, and sounding how I want. I've gone to render the video as a FFmpeg video, but when it renders, it gets about halfway through before splitting the video.

What I mean is, I can see where it is exporting it to (my dekstop), and it's one file, but at about 50% of the way in, it stops and begins to export the video into a second chunk, now a second file on my desktop. I rendered another video using the exact same technique the other day, which is roughly the same length, but that was only one file.

Please help!

Go to Render > Encoding and see if Autosplit Output is unchecked.


Advanced Rotation Animations I'm trying to model a set of gears for a clock (it doesn't need to be perfect) but I'm having trouble with my constraints causing things to jump when they're fractions of a copy. I suspect this has something to do with my rotation being 0 -> 360 but I'm definitely looking for some guidance in the best way to set this model up.

It looks like this and I'm using the Copy Rotation constraint (I also tried the Copy Transform constraint.

I would love to just do this programatically ex:

seconHand.transform.rotation.z = emtpyDriver.transform.rotation.z / 60

But I'm am very new to using Blender for something as complex as this. Is there a way to call a Python script frame by frame? Or is there a better way to do this.

For reference my empty is rotated from 0 -> 3600 on the z-axis over 10 seconds. Everything is "hooked up" it is just choppy like the image above.

Any help would be wonderful.

@batFINGER gave me the right idea which is to reference drivers. They don't have the related math issues as they're mathematical equations.

Basically Right Click -> Context -> Add Driver. I didn't need to reference another property as I'm happy to use frames as my baseline for this animation so I could set the rotation to frame / 360 / 30 / 60 / -1 for a clockwise rotation of a second hand at (360 / 30) = (circle / fps)` (or 6 degrees every second)

I'm parenting an empty so I can drive the clock backwards/forwards or set a time with it, but overall this seems like a solid start.

Hopefully this helps someone else with a similar question. Thanks for the help.


Armature is moving weird on Unity made in Blender I'm developing a game making in Unity.

I made a character on Blender include meshes, armature, etc.

I exported each animation separately from my rig to fbx files and I combinate on Unity as setting up Root bone.

When I made my character on Blender, the animation of rigs moves as I expected. But when I Imported on Unity It happens like this.

On Blender

On Unity

As you see, the rotation and position of the mesh that I made are changing weirdly which should not move at all.

When I export animation files, I checked option as [Check only Armature, Apply Transform, FBX Unit Scale, Only Deform Bones, Armature FBXNode Type - Root, NLA Strips]. I tried other options but rather it does not solve my problem and showing up unexpected issues.

Also, I applied Humanoid Rig on Unity.

I guess there is a problem on the origin of my rig when I export to fbx and import to unity but I don't know how to fix this issue.

What other options could I try?

Thank you.

To rule out Unity from the equation there are 2 things to try.
1. try removing the key frame optimisation in the inspector / animation settings.
2. Import your exported FBX back into a new blender scene, do you see the same issue in blander.

If 1 fixes it, it’s the Unity keyframe optimisation settings.

If 2 shows the same issue as you get in Unity then the issue lies in the rig and or blender export.


U-shape waves with musgrave texture node in cycles I would like to make some U-shape waves like the ones I drawn in yellow on the picture below :

Now I'm trying to found a way to make some radial waves with the musgrave texture node in cycles trough it's vector input. I didn't succed so far, but I found a way to make something who looks some like radial wave,

the problems on the picture above are, first off that I lost the ability to change the scale, second it looks radial only around the origin point. Moreover I really would like to know how to solve this problem with the vector input, because I hope it will fit better with my linear waves and it would also help me to solve some other problems.

Ok, I was able to get the scaling by putting a Mapping node before the Separate XYZ, so if you use this node setup:
I played around with the location and scale and power options getting this result:

Which sounds like what you are looking for.


Fluid Simulation with Forces Blender 2.9. How do I get useful results? This is about the built in Fluid Simulation with Blender 2.9
Yes I do see the effect of the gravity force and [force[shape curve]].
Will other forces work with Blender?   Such as Harmonic?
When I try to use other forces I get undesired

Explosion Splashes Messes
Splatters Droplets which seem to pass through obstacles
Increased Liquid (Visual Inspection with doubt.  I am not sure if Blender provides that measurement)

At the moment, I am seeking visual results not scientific results.
Is there some typical action I must take to get more flowing results?

Probably not.
Blender is for SFX. Stuff that's good enough to fool the human eye, but not precise enough for simulations that give scientific results.

Explosions can be due to obstacles that aren't solid enough. Make them really thick, thick enough to go out through the domain, if you can.

Droplets going through stuff might be fixed by increasing the particle size and/or increasing the time steps (so that the simulation can detect the collision even if the droplet is travelling very fast)

I don't know what to do about the last one, it just happens and you have to compensate for it.
You'll probably just have to forget about precision. For visualization and proof of concept it's probably fine (even if you have to tweak it and cheat here and there), but there's no true precision.


Can motion sensors be used to make a character move in Blender? I just wanted to ask if motion sensors can move a model made in Blender. For example: if let say a I have a motion sensor on my elbow and hand if I begin to move my hand in an up and down motion is there a way for it to be translated over to Blender and if there is can you guys tell me the what is used.  Thanks.

Yes, it is possible to even move a human skeleton in real time in Blender but you need a few things to implement it.

A few external software, an XBox One Kinect and an adapter for it, in order to be able to plug it into a computer USB. The computer has to have a USB3 connection and for this a USB controller by Intel or Renesas, otherwise it will not work.
I would not recommend the XBox 360 Kinect because that has a lot less resolution and less features.

Instead of writing a mass of info here I rather give you a YouTube link where all this is explained in detail, including how to make all this work in Blender in real time. You will find all the links to the hardware and software that you need in the description of the video.

https://www.youtube.com/watch?v=1UPZtS5LVvw

What you learn there you can apply it to whatever you want to achieve.


Snowmen's hat wave texture problem I’m doing a CG Cookie snowmen course and I’m stuck on this part https://cgcookie.com/lesson/materials-for-the-scarf-and-hat at 19:31 where he put a wave texture on top of the hat and I’m having troubles. The wave texture is acting weird on top of my hat please help.
My blend file https://pasteall.org/blend/8f88c59ef9314f1487a5ff53f46f2454
My hat topology

His hat topology

My Hat wave texture

Hat wave texture from course

If the Scale value of the Wave Texture node is low the problem won't be noticeable, maybe this is what's happening in his video:

Another way to fix the problem is to use concentric circles for your topology (right hat):


rotation values not set correctly with script that uses CSV I'm just starting to discover the possibilitys of using csv to create an animation, but i have some trouble with getting the correct values from a CSV.

My problem is that the RZ values all end up as 114 degrees. while I assumed that they would all end up around 2 degrees, what have I done wrong?
It seemed to work when I tested it with hard-coded numbers in the script.

I've adapted the script so it works with the standard Cube object in a new file for testing.

this is a small part of the CSV:

X,Y,Z,RX,RY,RZ,FRAME
0,0,0,0,0,1.994,0
1,0,0,0,0,1.996,15
3,0,0,0,0,1.998,30
2,0,0,0,0,1.782,45
4,0,0,0,0,1.999,60
1,0,0,0,0,2.004,75

The script at this moment

# -*- coding: utf-8 -*-

"""
Created on Thu May 16 17:21:32 2019
@author: Me
blender 2.79b
"""
import bpy, csv
import bpy.types
import time
from mathutils import *

fp = "C:/Users/Me/Documents/blender/csv/data.csv"

with open( fp ) as csvfile:
rdr = csv.reader( csvfile )
for i, row in enumerate( rdr ):
    if i == 0: continue # Skip column titles
    X, Y, Z, RX, RY, RZ, FRAME = row[0:7]

    def animate_object( obj, X, Y, Z, RX, RY, RZ, FRAME ):
        obj.location = Vector((float(X),float(Y),float(Z)))
        obj.rotation_mode = 'XYZ'
        obj.rotation_euler = Euler((float(RX),float(RY),float(RZ)))
        obj.keyframe_insert(data_path="location", frame=float(FRAME))
        obj.keyframe_insert(data_path="rotation_euler", frame=float(FRAME))

    cyl = bpy.data.objects["Cube"]

    frame_number = 1
    for frame_number, cp in enumerate(rdr):
        animate_object(cyl, *cp)

You are probably using the wrong units, Degrees vs Radians.

You are apparently expecting to enter rotation values in degrees, but Blender expects Radians for Euler Rotations.

See 1.994 Radians = 114 Degrees


How can I rename the list of button operators I want to rename buttons in my panel by index

import bpy

class ADDONNAME_PT_main_panel(bpy.types.Panel):
    bl_label = "Main Panel"
    bl_idname = "ADDONNAME_PT_main_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "New Tab"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        obj = context.object

        row = layout.row()

        for x in range(0,10):
            row.operator("addonname.myop_operator")
            row = layout.row()

class ADDONNAME_OT_my_op(bpy.types.Operator):
    bl_label = "Operator"
    bl_idname = "addonname.myop_operator"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool
        return {'FINISHED'}

classes = [ADDONNAME_PT_main_panel, ADDONNAME_OT_my_op]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
        del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()

Docs: https://docs.blender.org/api/current/bpy.types.UILayout.html#bpy.types.UILayout.operator
row.operator("addonname.myop_operator", text=str(x + 1))


I dont know why my materials aren't visible, nodes aren't working I'm not sure why I can't fully edit my material in the materials tab. I tried using nodes, and I have "use nodes" clicked and that isn't working either. Help please

I suspect you have your render engine set to Workbench:

Set it to Cycles or Eevee to be able to edit your materials again.


How do you share a blender.file? I am new to blender and have been working on a project that displays "fire" in texture but doesn't show up in render and so, I need to "share the project with others by making it a downloadable link like on youtube" in order for me to solve the problem with insight and knowledge from others because I would like to finish this project simply because I spent too much time on this project haha so any help would be greatly appreciated

Before uploading make sure to pack all external data.
Images used as textures, backgrounds or environments do not get saved into the .blend file by default. To include those as part of the file you have to Pack them. In the File menu press File>External Data>"Pack all into .blend"

PLEASE NOTE:
Image sequences, video files and Simulations Cache Folders will not be packed. For those it would be better to place them in a common folder along with the blend file and zip them (or bundle them with any other packaging software). And share the whole folder. For convenience you might also want to make the blend file work with relative paths, so that you don't have to re-create the folder structure used on the original computer.
For more info, read this page form the manual: https://docs.blender.org/manual/en/dev/editors/info/file.html?highlight=find%20missing%20files#file
To save the baking cache for physics simulations see: Can I save the baking cache? or Is there a way to save a baked cloth simulation (in .blend file or to disc)?

If the question is where to host a file for a question asked on this site please use:
https://blend-exchange.giantcowfilms.com/

Note
https://blend-exchange.giantcowfilms.com/ can olny host .blend files (not zipped folders) used as part of questions and answers on this site, and they have to be smaller than 30MB. To share larger files or bundled content on zipped files there are numerous free or paid websites and services. But that part of the question is beyond the scope of this site, so do your own research.


VSE: How do I speed up playback in the video preview? I am trying to scrub through a large video (2+ hours) so that I can cut out a few clips from it. The video preview window is too slow when I click to a new time location in the sequence view.. it can take several seconds to show the preview. I've rebuilt the proxy and timecode indices but this doesn't seem to help.

I'd be happy if I could speed up the playback of the preview. Note that I DO NOT want to speed up the resulting video, I just want to scrub through the video to find the right places to cut.

I've tried the following approaches:

Increased the memory cache limit to 4096. The preview is still just as slow.
Rebuild proxy and timecode indices using "Record Run" and a proxy size of 25%. This did not help.
Speeding up the video using "Time Remapping" in the properties window. This speeds up the video preview, allowing me to scrub through the video but when I turn the time remapping back to 1:1, the position in the video changes so I lose the place I wanted to cut.
Applying a speed control effect strip. This has the same problem as using time remapping.

The source video is H.264. I have heard that re-encoding can help speed up the preview, but I don't want to suffer the loss of quality that re-encoding will introduce.

Is there any way just to set the playback speed to 2x, 4x or something for the purposes of preview only?

The video preview window is too slow when I click to a new time location in the sequence view.. it can take several seconds to show the preview

Just hit this myself after not using the feature for a while. Did you change the Preview to use the proxy? It's Proxy Render Size under the View tab in the properties (N) pane.


Reduce subdivision quality in viewport on multiple objects at once I increased the viewport quality on my subdivision but forgot to reduce it after finishing the model and have since duplicated the model like 60 times, is there a way to turn down the viewport quality on all of them at once since it happened on two separate models and I'd rather not go through 120+ objects reducing the quality manually but blender is starting to lag from the massive amounts of geometry it's having to render in real-time.

One way is to use the Simplify function.

You can set Max Subdivision for Viewport or Render in your whole scene.
Render Tab > Simplify > Viewport


How did they do these shaders/lighting? I'm a beginner. I've been using Blender for about a month. I've done a couple of tutorials with C4D and Blender.
I'm really interested in using 3D to assist my 2D illustration. I'm having a hard time because I don't see a lot of tutorials covering materials, shaders, and lighting to produce stylized images. It's usually about modeling or making something look ultra-realistic.
What kind of setup did they use to achieve these effects? I'm thinking of things like materials, shaders, lighting, etc. Where would I even start?
The image shown uses C4D:

Art by Andrew Footit

Yo guys. No more upvotes here, please. @ChristopherBennet and @RobinBetts both posted great answers below. Thankyouverymuch.

It looks like the color is based on viewing angle.

Add the Layer Weight node
Use the Facing output to drive a MixRGB node
Adjust the Blend value to control the gradient


How move object between scenes I have two scenes in a blend file. How do I move a object from one scene to the other? Not between blend files, but within one blend file but two scenes.

You can use Ctrl-C,Ctrl-V to copy and paste objects from one scene to the next. They will be placed into the new scene at there original global coordinates. If you want the objects modified in one scene to update in the other,Spacebar>Link Objects to Scene(Ctrl-L - Thanks gandalf3).


How to export PNG image sequence as GIF with transparency? I’m trying to export an animated logo for my website.

I have the PNG image sequence with alpha channel ready to go. I can’t find a way to export or turn my image sequence into a GIF sequence (with transparency).

John

If you've already exported the animation into PNGs with transparent backgrounds, you can simply upload your images to a png to gif converter website such as ezgif.com and download the result. Cheers!


How to smooth multiple vertices at a point? I know this is very simple, but I've tried using the smooth button in the mesh tools section, but it won't work:
Before:

This is with smooth vertex:

What should I do?

Thanks in advance
(I need to smoothen it so much that it is only a nice curve: http://snag.gy/O1kk7.jpg)

The tool is working, you just need more geometry and bump up the number of times to smooth the mesh.

So the tool works but I doubt it will give you the results you are looking for. It's best if you model this curved bit by just add some supporting edge rings through the top of you mesh and moving these outwards.

Later as your model gets more refined, you can add a Subsurf modifier and some supporting loops along the edges to get a nice sleek look.

NB: It's best to get the basic outline/shape of your model down before adding any deformation modifiers.


Would there be any value in having available a second kind of empty? It occurred to me that if one takes any Blender mesh object, goes into edit mode, selects all of the vertices, and deletes them, one is left with what I'll call a "zero vertex mesh object", or ZVMO. Since it is a mesh object, and could serve in the things a mesh object would be used for, but it could also be used for some functions that one would use an empty for. Are there practical applications for use of such a ZVMO in place of an empty, or is it merely an item of mere curiosity?

The main difference I see between a true empty and a mesh object without any geometry is that the empty-mesh can emit particles, and can get the entire range of physics types (although it will be useless for many of them without its geometry).

The interesting bit is that as an emitter, the mesh will emit only from its origin, and particles will fall in a straight ordered line - a potentially useful effect.

Both a true empty and the empty-mesh can receive the same constraints, and most modifiers will do absolutely nothing on the empty-mesh. It could be useful to parent the empty-mesh to an armature (directly to a bone, otherwise it won't be affected since it has no verts and no weights), but you can get the same effect with a real empty by parenting it to an individual bone.

So, particles and some types of physics is the only thing I can see that makes a real difference.


How to make a mobius strip? I am very new to Blender, so perhaps my question is so elementary.
My background is mathematics and so as my first experimentation I would like to make a Mobius Strip. In mathematics we start with a square (rectangle ) and rotate one edge and attach it to its opposite edge. I tried to do the same (by merging the vertices) in Blender and I noticed that Blender respects the orientation (or maybe I am wrong), that is it defers between front and back sides of a plane.
So I was wondering if there is another way to start from a plane and make a Mobius Strip?

I tried to use Bob's script on Blender 2.80, but since a lot of stuff in the Python API changed the script doesn't work anymore.
I adapted it to the new version, you may check it here:
https://github.com/ArthurHDRodrigues/collection_blender_script/blob/master/mobius.py
'''
This is a adaptation(to run in Blender 2.80) of Bob's
script to generate a mobius strip

You may find the original one here:
https://blender.stackexchange.com/questions/82480/how-to-make-a-mobius-strip
'''
import bpy
from math import *
from mathutils import *

def mobius_mesh(resolution, major_radius, minor_radius, thick):

    verts = []
    faces = []

    for i in range(resolution):

        theta = 2*pi * i/resolution
        phi = pi * i/resolution

        rot1 = Matrix.Rotation(phi, 3, [0,1,0])
        rot2 = Matrix.Rotation(theta, 3, [0,0,1])
        c1 = Vector([major_radius, 0, 0])

        V_0 = Vector((-thick / 2, 0, minor_radius)) @ rot1[0]
        print(V_0)
        v1 = apply(rot2,c1 +  apply(rot1,Vector((-thick / 2, 0, minor_radius))))
        v2 = apply(rot2,(c1 + apply(rot1,Vector((thick / 2, 0, minor_radius)))))
        v3 = apply(rot2,(c1 + apply(rot1,Vector((thick / 2, 0, -minor_radius)))))
        v4 = apply(rot2,(c1 + apply(rot1,Vector((-thick / 2, 0, -minor_radius)))))

        i1 = len(verts)
        verts.extend([v1,v2,v3,v4])

        if i+1<resolution:
            ia = i1+4
            ib = i1+5
            ic = i1+6
            id = i1+7
        else:
            ia = 2
            ib = 3
            ic = 0
            id = 1

        # faces.append( [i1+j for j in range(4) ])
        faces.append( [i1,i1+1,ib,ia])
        faces.append( [i1+1,i1+2,ic,ib])
        faces.append( [i1+2,i1+3,id,ic])
        faces.append( [i1+3,i1,ia,id])

    mesh = bpy.data.meshes.new("mobius")
    mesh.from_pydata(verts, [], faces)

    for p in mesh.polygons:
        p.use_smooth=True

    return mesh

def apply(matrix,vector):
    '''
    matrix,vector -> vector

    this function receives a matrix and a vector and returns
    the vector obtained by multipling both of them
    '''
    V_0 = vector @ matrix[0]
    V_1 = vector @ matrix[1]
    V_2 = vector @ matrix[2]

    return Vector((V_0,V_1,V_2))

def mission1(scn, resolution, major_radius, minor_radius, thick):

    me = mobius_mesh(resolution, major_radius, minor_radius, thick)

    ob = bpy.data.objects.new("Mesh", me)

    #me.from_pydata(vertex_list, edge_list, [])
    #me.update()
    bpy.context.collection.objects.link(ob)

mission1(bpy.context.scene, 36, 5, 3, 0.1)


V 2.91 Shrink Wrap Modifer is Not Allowing Target Selection Total newb. Ubuntu 18.04 Blender 2.91. Uninstalled all previous versions and did a clean fresh install from download.
I've been over this most of the day in these posts and in the documentation, my goal is to simply round the edges of a primitive. The simple method I found via various sources is to create and subdivide the object, then apply a shrinkwrap modifier and set the offset. Here is what happens.
-Create default project cube, subdivide 10 (at first, then tried subdividing multiple times per posts about having enough surfaces.)

Apply shrinkwrap modifer and select the target, but it doesn't allow selection.

(Side note, I do see the Material attached to the first cube, it must be the default. Tried it with and without material attached to the object.)
After trying a few dozen times and digging through more posts and documentation, I found that if I create multiple objects in the collection it allows me to select one of the other objects but the shrinkwrap applies to the FIRST object and incorrectly.
In the screen shot below, "Cube" is the first object and "Cube.001" is the second. I moved Cube aside, created a new cube, and target the second cube with the first's modifier. The result is the modifier is now applied to the first cube (not the target!) and reduces it to a no-dimension object designated by the orange outline select. Note the dimensions pane in this screen shot. You can't see it here, but the offset is set to 0.33mm in the second shot, played around with that a bit.

Remove the modifier the first object re-appears. I also tried, as in many posts, not dividing the cube in advance any applying a Subdivision Surface modifier above the shrinkwrap. What could I be missing? A simple rounding of the cube is all I'm after.

If you just want a cube with rounded corners, the easiest way is to add a bevel modifier, increase the segments to something like 3 or 4 and then add a Subdivision surface modifier set to something like level 2:

If you want the whole cube to be round (like ballooning out), use a Subdivision Surface Modifier, followed by a Cast Modifier set to cuboid:

If you want the edges and corners rounded (like dice), inset every face slightly, and then add a Subdivision Surface Modifier:


I cant access object that where on another layer in 2.79 in 2.8 I wanted to start working on my Blender file in the 2.8 version and when I started working in my existing 2.79 file in the 2.8 version i couldn't access the object that where on another layer in blender 2.79.

The objects do appear in the outliner but in a darker gray and I can't see them.
Does anyone know how to fix this?

I think they are hidden (can you provide a screenshot?), in that case you should be able to unhide them by unhiding all (alt+h) or by unhiding them from the outliner (with the eye icon).


distorted / squished texture on mesh edges I'm having a bit of trouble with textures on my meshes. Here's an example of my issue:

The mesh was created by scaling a cube and then applying the scaling via Object > Apply > Scale in object mode. After that, I attempted to apply my material. The texture looks fine on the top surface but squished on the edges as shown in the picture.

I'm sure the fix is simple and any help would be appreciated.

By default (since you don’t have anything connected to the Vector input of the Voronoi texture node) it will be using Generated coordinates which are dependent on the actual dimensions of your object. The Generated coordinates vary from 0.0 to 1.0 over the extent of the individual X, Y, Z dimensions - but that scale can be different per dimension.

To get a consistent scaling of your texture you need to use texture coordinates which are the same scale in each axis. Add a Texture Coordinate node and connect the Object output of that to the Vector input of your texture and all should be well.


Creating a "filtered" UI field I'm trying to figure out how to create a filtered field like the ones found in the modifier and constraints panels that only allow you to select from a list of Armatures in the scene. Couldn't find where this type of property is defined for the existing UI panels.

For anyone having the same issue, it's as simple as using prop_search() instead of prop() in the draw code.

Example:

row.prop_search(bpy.context.scene, "your_string_prop", bpy.data, "armatures")

to create a filtered field for the armatures in your current scene.


How to hide lighting(like unchecking diffuse as in 2.79 ) from lamp but keeping shadows in EEVEE? I want to add a light that cast only shadows not radiate light in eevee. In 2.79 blender internal there was a option with light, you can uncheck diffuse keeping shadows checked but in evvee how to do this?

Add another light in the same spot with negative power.


Having issues baking normal maps for this small pot, how can I fix it? I'm trying to bake a normal map for this small pot mesh I plan on texturing later, but the resulting normal maps present lots of issues around the edges.

I've tried baking from a higher poly model to this lower poly version and with only the lower version, as well as changing the ray distances from 0 to 0.01,0.1,1 and 10, without sucess. I also tried a lot of different edges and bevels along with other ways of UV unwrapping but can't get it work.

Here are some pictures of the low poly mesh with and without the Subdivision:

The UV for the body.

The higher poly is the same with more subdivisions.

I understand that the indentation near the base can cause issues since it's very small (the whole pot is scaled realistically, and around 17 cm in diameter), but the remaining edges are also having issues and I don't understand why.

I can post the Blend file, if more information is required.

Normals around edges tend to look funky because it is  where there is the most visible difference between objects. In this case, it may depend more on how closely the edges of the the two objects are aligned.

Perhaps I can respond better to your question if you share what the lower LOD object looks like with the normal map.

Similar issues related to Normals and visible seams in renders include the following: Make sure the normal map is non-color instead of RGB at the bottom of the node. This is a common issue for visible seams. Also, other programs such as Unreal use a different standard for normal maps where the Y axis (green channel) inverted from what is standrd in Blender, which also makes seams visible and incorrect shading in the final bake. I see from what you've shared this isn't about the render view, but it's helpful to have this info for anyone with related issues.


My Unwrapped Baked texture is mostly bugged As you can see from this image, every time I try and bake the diffuse for this object, with the indirect and direct influence turned off, the results turn out to be this weird mess of a texture file.

Haven't encountered this problem before and I tried several solutions like uv unwrapping again, chaging the normals, checking if the correct image file is selected in the node editor etc.

Here's the .blend file if it helps in any way.
https://drive.google.com/open?id=1OW6g5rU7EVIK8NZCmWU3AzuB9YSacIdy

Everything is correct, but before baking you have to make sure you need to create a new image say "untitled.png" in "UV Editor" to bake and add image texture to all the material files that the object have.

In your case you have 2 materials i.e. green one, and yellow one.

Add Image texture with the created image "untitled.png" selected in both the materials and bake diffuse texture with just "color" selected.

Solution gif file --> here (its over 12mb but 2mb limit. so can't upload directly)

Follow the gif file and

After the baking completes you'll have something like this. Just need to save this to local disk.


Destroyed geometry of objects with high location values I'm trying to create an outline of a building on top of a point cloud that is georeferenced.
Because it's georeferenced, the object needs to be far away from the world origin (about 500000m). There, weird stuff begins happening. The mesh gets a "ghost" effect and the exported mesh is completely ruined in the sense that faces appear and disappear seemingly at random. This also appears once the object is exported. For example, I exported some geometry in FBX format and opened it in Maya and in MeshLab to find the same errors with the mesh as in Blender (the only difference is that there's no ghosting in other software packages).

Here is an example of a cube with a wireframe modifier with this problem. Notice the uneven edges and lack of visible faces.
Any help would be greatly appreciated.

This is most likely because of memory limit on the numbers, aka a “precision error.” Try telling someone to give you three thousand four hundred and seventy-eight tons and two ounces. Most likely, they will forget the two ounces, and computers are the same way, unless you specifically tell them not to.
But anyhow, why does the object need to be offset from the world origin so far? Surely you can adjust the georefrencing somehow?


Blender crashes when opening the particle editor The title explains it all really. I tried to create a sphere with a hair particle, when I switch to the particle edit mode blender crashes. I'm working on an iMac 2017. I've seen other people have reported this problem online but havnt seen a solution to the problem.
The rest of blender works fine for me.

I think I solved this myself, so I thought I would post it in case anyone else has the same problem.
Blender seems to crash when entering particle edit while still in the render view mode. Switching back to shading view seems to solve it.


Why does my extruding not work like this? This is what mine looks like. Here is what I would like it to look like:

I cannot figure out why the edges of mine are not expanding like in the tutorial I'm following. I'd appreciate some suggestions.

You have overlapping vertices, it messes up your extrusion, go in Edit mode, select all and press AltM > Merge by Distance.

The threshold in the Operator box should be enough.


How to create an operator that exports location over time I have a plane floating on an ocean.
My script outputs a CSV file with the position of the plane's four corners.
How can I use an operator to fill this CSV with the position of the points over time, as the plane floats and moves on the ocean waves?
For example, in intervals of 0.1 second.
Here is the code I have so far.

import bpy

outputFile = 'G:/BLENDER/ocean/plane_coordinates.csv'

verts = [ bpy.context.object.matrix_world * v.co for v in    bpy.context.object.data.vertices ]

csvLines = [ ";".join([ str(v) for v in co ]) + "\n" for co in verts ]

f = open( outputFile, 'w' )
f.writelines( csvLines )
f.close()

It works fine as it is.
I need to find a way to make it reiterate every 0.1 sec and have the CSV file fill up as it goes. Let's say for 200 sec total.
Thank you all very much.

If modifiers are used...

If the plane is only transformed, ie the object is only translated rotated or scaled then the object world times vertex coord will give the global location of the vertex.

ob.matrix_world * v.co for v in ob.data.vertices

If however a modifier is used, then this is a different kettle of fish, as these modifications will not show from the base mesh vertex locations.

I propose using a method similar to https://blender.stackexchange.com/a/57038/15543  Parent an empty in global space to each vertex, loop thru frames and export the empty locations. Remove the empties to clean up.

Here is an example method, prints the vertex locations of context object mesh for each 0.1 seconds elapsed from from animation start frame to end frame.  (change the print to write to CSV file to suit. The print shows the time in seconds, frame (as a float), vertex index and coordinate)

Note the use of bpy.utils.time_from_frame and time_to_frame and scene.frame_set(f, subframe=f % 1) to set the frame to match time, using just the frame or the time (it worries about all the nuances of fps for us.

import bpy
from bpy.utils import time_to_frame, time_from_frame

def export_vert_locs(context):
    scene = context.scene
    obj = context.object
    me = obj.data
    empties = []
    # add empties to verts
    for v in me.vertices:
        empty = bpy.data.objects.new("Empty", None)
        empty.parent = obj
        empty.parent_type = 'VERTEX'
        empty.parent_vertices = [v.index] * 3
        scene.objects.link(empty)
        empty.matrix_parent_inverse.identity()
        empties.append((v.index, empty))

    t = time_from_frame(scene.frame_start).total_seconds()
    end = time_from_frame(scene.frame_end).total_seconds()
    while t < end:
        f = time_to_frame(t)
        scene.frame_set(int(f), subframe=f % 1)

        for index, empty in empties:
            print("frame %3.1f" % f, "%4.2f secs" % t,  "Vert %d location: " % index, empty.matrix_world.to_translation())
        t += 0.1
    # remove the empties
    for i, empty in empties:
        scene.objects.unlink(empty)
        bpy.data.objects.remove(empty)

# test call
export_vert_locs(bpy.context)

Sample output, frame rate 24 fps, start frame 1. every 0.1 seconds is 2.4 frames.

frame 1.0 0.04 secs Vert 0 location:  <Vector (-1.0000, -1.0000, 0.0000)>
frame 1.0 0.04 secs Vert 1 location:  <Vector (1.0000, -1.0000, 0.0000)>
frame 1.0 0.04 secs Vert 2 location:  <Vector (-1.0000, 1.0000, 0.0000)>
frame 1.0 0.04 secs Vert 3 location:  <Vector (1.0000, 1.0000, 0.0000)>
frame 3.4 0.14 secs Vert 0 location:  <Vector (-0.9997, -0.9998, 5.9995)>
frame 3.4 0.14 secs Vert 1 location:  <Vector (1.0003, -0.9998, 5.9995)>
frame 3.4 0.14 secs Vert 2 location:  <Vector (-0.9997, 1.0002, 5.9995)>
frame 3.4 0.14 secs Vert 3 location:  <Vector (1.0003, 1.0002, 5.9995)>
frame 5.8 0.24 secs Vert 0 location:  <Vector (-0.9868, -0.9893, 5.9774)>
frame 5.8 0.24 secs Vert 1 location:  <Vector (1.0132, -0.9893, 5.9774)>

Alternatives to getting modified vert locations would require using ob_to_mesh() each frame or bmesh.from_object(...) to get the deformed locations.


Does Blender 2.8 beta support the new gtx1660 I'm thinking about buying a new PC with the recently released gtx 1660, so I want to know that is the 1660 can be used for blender 2.8 beta rendering, did anybody try it yet.

I'm a newbie in blender, so I'm sorry if this question sound stupid but I've heard that newly released GPU can have some problem with kernel (which I have no idea what it means)

I think it should work fine, since the GTX 1660, even though it is new, still has the same CUDA cores which blender uses for rendering. Also, all of the new RTX series cards work, meaning the GTX 1660 architecture is supported (not sure why it wouldn't be).


Different animation lengths for each animation? (For FBX Export) So I have a few animations I'm working on for a game I'm doing. The Idle animation is about 915 frames so it can be a nice long loop, and the walk animation is about 30 frames so as to be concise. However, when I am previewing and tweaking my Idle animation, and I want to switch to my walk animation, it sets the preview length as 915 frames. This of course leaves me with 885 frames of my character sitting in the air before the walk loop completes.

Example

As I'm exporting to an FBX for UE4, I'd really like to ensure each animation has a set length for proper looping in-game. Any ideas on what I missed to get this to happen? Thanks in advance!

As far as I know the timelines range won't change based on how long your actions are in the action editor, but when exporting as an FBX the actions will retain the correct length based on where the first and last frames are so your walk cycle should show up as an animation clip with the 30 frame length this is how it has worked for me with Unity I am not familiar with Unreal though. I would also recommend saving your actions to a data-block otherwise you risk losing them.


Concave extrusion of mesh How do you extrude the top face of an oval circle (flower petal) that it evenly bugles/concave?
I attached a picture of what I tried to model:

I used a bezier tool to form the shape of the petal and convert it to a mesh. The top face is triangular. I also tried the sculpt pull tool but it looks terrible?

Can anyone please give me advice, how to create even square polygons on the top face and extrude evenly?

One way...

Create an empty circle
Give it a Mirror modifier with Bisect checked in the mirror axis. Move half the vertices toward the center, until you get the shape you like, and apply the modifier.
With all selected in Edit mode, CtrlF Face menu > Grid Fill.
Assign a Solidify modifier
Assign a Bevel modifier, by angle, (Segments 2, Profile 1?) to catch the sharp edges
Assign a Subdivision Surface modifier

Now select the central vertex, and under O, proportional editing, raise it up a bit, with a diameter and falloff profile you like, to get the curve.
..and maybe, in Edit, CtrlV Vertex menu, > Smooth the vertices, a touch

Grid Fill needs an even number of vertices to work cleanly, the Mirror modifier helps ensure that, even if your petal isn't quite the same shape as this one.


how do i bend a custom object how do i bend the object in the image according the direction of the blue arrow? i tried to add a curve modifier attached to a bezier but not work

Any help?

You had the right idea with the Curve modifier and Bezier Curve. It looks to me like it's not working because the origin points of both objects are off in some arbitrary location. Set the origin point of your Curve to be at the start of the curve path. Set the origin point of your mesh object to be on the edge of your mesh. Then add the Curve modifier. You may need to fiddle with the axes depending on the rotation of your objects (it's easier if both the Curve and Mesh are oriented in the same direction from the start). Once the modifier is on, you can just grab the mesh along the applicable axis and it will slide along the curve. You may need to have a SubSurf modifier preceding your Curve modifier in your stack in order for it to have enough mesh density to deform well. I my screen shot note the position of the 3D cursor - this is also the origin point of both of my objects. Since I'm in Edit Mode you can see that the wireframe represents the original location of the mesh object, and the bent version is the position after the modifier is added.


rendering negative frame ranges. How to? Moving keyframes isn't an option here. I am working with files from other packages and need the data transfer to be consistent across all platforms.

Basically I have an animation that starts at 0 but need an establishing shot to start at -60

I can preview from -60 just cant render from -60

In 2.8 there is an option to do this in the blender properties window.


How to convert textures into materials per each triangle in blender Okay so, to be exact
Every model is made up of triangles right?
then when you add a texture to the model, the texture wraps around the model and becomes textured
Now what I want to do is get each triangle and get the texture applied to each triangle and then set it to the average of the texture colors
so let's say there's a triangle which has red and yellow texture
now what will happen is that the orange and yellow will convert into the average of both of them and then turn into a material
so if I load in the model without the texture, i'll still see that there's some representation of a texture
of course, I could assign the color to each triangle individually but that'd be a really long and painful process considering that the meshes are made up of thousands of faces and more
note: forgot to say earlier, im planning on exporting it as .OBJ

It is not what did you ask for, but might be helpful. Add-on Bake to Vertex Color takes image texture with UV map coordinates and creates (bake) colors into vertex color (you can find it under Data Properties > Vertex Color. It doesn't take an average, but certain pixel under vertex.

Note:

To generate average color usually ends with a braun color :)
There can be also stored color per face instead vertex, but I'm not experienced with that.


Text crawl in cycles, but text is dark I am pretty new to blender, but I have created a text crawl akin to the star wars crawl. I think I have everything right except for the text color. I have selected a really bright yellow, however when it is rendered it appears dark. Is there a way to make the text shadeless like you can in blenderrender or is there another way to achieve a brighter color?

Try pressing Alt-C to convert your text to a mesh object. I have found Cycles doesn't render text properly as text objects, as opposed to meshes. You could also try this shadeless material:

This should make your text be exactly the color you had picked without affecting any other objects in your scene.


How to add objects to tree branches? Im modelling a tree and I would like to add an object (sphere, see below) to the end of each branch of my tree. Im currently doing it manually but Im pretty sure that isn't the best way.

Does anyone know an easier way to do it?

Thanks

P.S. I would prefer to not use Sapling Tree add-on because I need to fine tweak the tree by hand.

Set the tips as a vertex group and apply a particle system which would be the leaf ball. tweak the randomness to make something that seems natural.


Can object index be used as driver variable? Is there any way to assign an order to multiple objects such that the index of each object can be used as a driving variable?

import bpy
bpy.types.Object.index = bpy.props.FloatProperty() #Create new property 'index'
obs = bpy.context.selected_objects
i=0
for ob in obs: #Object created last will be in the first iteration and so on
  ob.index=i   #Assign value for selected objects in reversed order of creation
  i+=1


How can my animation animate if there is no vertex weights? I am in the process of creating DirectX Animation Skinning using Blender to Collada.

I am using an animation from an old project, that was rigged, and weighted for animation in Blender.

Whilst trying to debug why my animation skinning is causing all sorts of artifacts, I have noticed while inside Blender under "Weight Paint" almost all of the vertices are Blue.

How then, can the animation in question, animate while in blender correctly, without any weights?

Thank You!

Your screenshot is showing the weights (no weights) relatively to one bone/vertex group only.

Every vertex can be weighted relatively to every bone of the rig (and even to multiple rigs). So, you must check the weight painting of every vertex group of the mesh to see which are the weights. In alternative you can select one vertex and read which are its weights in the "N" properties panel, vertex weights tab.


Blender for iOS without using sidecar or duet? I'd like to use blender on my iPad. Is there any direct download link for iOS?

Blender is written in C++, mostly.  Apple requires iOS apps to be written in either Objective-C or Swift and doesn't provide runtime support for C++, so there is no way to run Blender without alternative support.  As far as I know, there is no useable C++ runtime for iOS that would support Blender.


Problem: Armature Twitches at Its Own Volition During Posing When i move any bone of my armature, which is applied to a character, mesh moves accordingly, but then mesh together with bone move a little to the side and sometimes mesh even changes its shape on its own. Why? What do I do to stop this from happening? I have been animating my character for quite some time and I've never seen this happening, it only started recently.

You can try to apply the scale location and rotation . You can do that by clicking Ctrl + a then apply all what I stated above . IF that still doesn’t work then in edit mode select all vertices and click ctrl+n . If all this doesn’t work then I suggest clearing the parents of the rig and the mesh by click alt+p and parenting them again .


Boolean-like modifier for 2d objects or very thin 3d form? I am struggling with cutting out a shape on a hollowed out cone form. The two forms I am using are a solid cone and a cone that has been hollowed out (but still has some thickness). From what I have read, it seems like boolean doesnt work when an object is too thin and is recognized as a 2d shape rather than 3d. Is there any other modifier or function on blender that can be used to subtract a shape from another shape for 2d or very thin 3d forms?

it seems like i can only add 2 images atm.

Bottom of Cone 1 has been hollowed out, cone 2 is solid.

Boolean modifier works best with meshes whose Volume can be correctly calculated.

This means that the mesh must have some features:

Watertight
Manifold
No overlapping faces
No loose faces
Consistent normals
...and many more

As long as you provide a "good" mesh, there should be no issue.
Even if 2D meshes has no volume, so they actually don't fall in this category, the modifiers should be capable of giving a sort of result of their intersection, but you cannot expect a ready-to-use mesh.

In the provided example, the solution could be to apply the modifier and just delete the unwanted faces (they should be already selected):

or to use the Intersect tool  in edit mode once joined the shapes in one object as shown below:

or even play with the modifiers options, hoping to get a lucky(+) strike

(+) We may consider that lucky because it was unexpected, as we always figure out the model as if it is a real object (e.g, a paper). The truth is that we have never experienced a 2D object at all, so we tend to apply the known rules that belongs to the 3D objects, while the software isn't.

Obiuvsly the methods shown above require an extra effort in cleaning the mesh after the operation or can't ensure good results always. That's why the Volume's way is preferrable and human-predictable: I would suggest to temporarily close your mesh ( then apply the modifier and remove the unwanted faces)

Or stacking up a Solidify modifier above the Boolean to give some thickness to the to-be-cutted mesh (if this kind of shape is suitable for your project).


What other node to fix on the rim I have new basic nodes. I want it on the rim.

I can see the preview but cant fix on the rim.

I have uv the mesh but did not get any solution. Any suggestion or help. Thanks

Firstly, You have the texture coordinate set to UV, but the object doesn't seem to be UV unwrapped. Regardless, generated or object are the conventions for procedural textures. I also find that a wave texture works better than a gradient. Lastly, you must be in Lookdev or Rendered mode to see it.


Looking to explode wood block in 2.8 I am looking to explode a wood block and reveal a text logo in blender 2.8. My original idea was to make cube with a remesh modifer and apply with a quick explode. The problem was that no matter what I did there was a bug in the code that wouldn't apply the explosion correctly.

My second attempt was to make a cube ND Subdivide it with loop cuts it accepted the quick explode but the result was not a real explosion, the particles just pealed off of the cube but would not lay down in a pile or without a collision set up they would not all fall through the floor correctly. Either way I was looking to explode the  cube not to have it just fall to pieces.

Idea?s

You may have a look at Cell Fracturing, either the standard in-build one or the standalone add-on version. There are many great tutorials for it on YouTube, too.

Maybe you can adapt this tutorial from CGGeek? You only need to add a ground (rigid body, passive type), play with the shard settings (wood usually has a high number of long splinters) and maybe use an object to push the wood from behind instead of below. Also, no smoke sim needed, obviously.
https://www.youtube.com/watch?v=J70DijACZm0

Another (older) tutorial, could serve as a reference for settings:
https://www.youtube.com/watch?v=w_m81zF9WtY


How to change the Viewport background color? I'm trying to change the Viewport background color.
But I can't seem to find the right settings.

Anyone knows where to find it?

Edit :). This answer by @Moonboots is actually way more useful:
→ How do you change the background color of the 3D viewport?

It's a bit buried in submenus, but don't worry.
Preferences > Themes > 3D View

Scroll down to: Theme Space > Gradient Colors > Gradient High/Off


Defocus Node - Compositor The Z pass is only defocussing inside the boundaries of the Tea Caddy. I presume this because the Caddy is divided against the background? Is there a way to extend the defocus effect of the edges of the object so it fits naturally into the scene?

The problem is the ID mask node. You blur your image and then crop it to the bounds of your object. so every pixel outside those boundaries get deleted.

I'd suggest adding the depth of field pre comp by adding the values for focus and aperture to your camera (you can often see the f-stop of the background image in the meta data, otherwise, just try and error).

Make sure, that your background is transparent by checking "transparent" in the film section of the render settings.

Then just add your object via an alpha over node to the background. Done.

If you do want to add DoF in the compositor, just skip the step with the camera settings, use the defocus node and the alpha over. Done (even quicker).


Everytime i load my project, the material is missing I just started to learn blender few days ago,I follow BlenderGuru and made some donuts, but everytime i load my project, this donut bread material is missing. I did save a UVunwrapped texture and ColorTexture in jpg type, but I can't seem to load the texture back to my project, is there something i need to do to fix the material on the object?

You can "pack" the image into the .blend file so that you don't have to worry about the external files moving around. You do do this from the image editor, under the "image" dropdown menu (pack is the last option).

Keep in mind that it will actually save the image into the blend file, so if you did this with, say, a 10mb png file, and you save multiple versions of the blend file, they will all include the 10mb png as well.


Why my texture lines show up distorted and not completely straight at few parts? i am trying to get clean straight UV map lines for an object with texture without trilling or distortion.
 as you can see in the picture , a few lines are nice and clean , some others are distorted and a bit trilled and not completely straight .
it gives a bit of a non professional look. ok i am not professional , but still...i  want things to work out at it's best where i can.
 all lines should be nice and straight , and not just a few of them .
the UV map that i have used is the basic unwrap. nothing special .
 i like this result , except for the distortion problem.
 but how can i fix the distorted lines ?
first of all , they should have never been distorted since i never changed something in the UV map  to get them distorted at the lines.
 we can see most of the lines are distorted at one side and the other side they are nice and straight.
 how do i get them nice and straight at both sides ?
i don't want to change the arrangement of how the lines are running , just want to get the distortion out of the lines.
i would think something is wrong with the UV map , but it is the basic UV map , nothing should be wrong with it ,
anyone ?

your UV sphere has uneven faces but the unwraping made them even, distorting the texture


Points only camera calibration? 1) I have a photo of an object, taken at a specific orientation and position of my camera.
2) I also have a 3D model of that same object.

I need to be able to calibrate the camera in Blender (or some other software which would allow me to easily export the results back into Blender), using only several reference points (whose corresponding coordinates are known both in the 2D space of the object's photo, and in the 3D space of the object's 3D model) so that it precisely matches the physical camera's orientation and position (and Focal Length, sensor size, etc.) as seen in the photo.

What I've tried so far:

Doing it manually

Quite hard and I can never get it right
BLAM (the camera calibration tool for Blender)

It seems to work only with "perspective" lines, and it my case I can only use several (4, 5, 6...) "reference" points (see above)
Python script

It does a "brute force" space search through millions of possible camera positions/orientations and outputs an approximate orientation and position of the camera, which, allegedly, match the physical camera ones.

Is there a better/easier way to do this in Blender?

I guess this is what I essentially need to do, but rather without (the several views of) a calibration pattern (again - I only have the above described "reference" points in both 2D and 3D space and my object is quite "irregular" so that no vanishing points can be defined for it)

P.S. First time asking a question on SE, so please excuse me if I messed up somehow! :)

Here an exact example of what you want

http://www1.cs.columbia.edu/~atroccol/3DPhoto/3D-2D_registration.html

The math broken down step by step

https://dsp.stackexchange.com/questions/1727/3d-position-estimation-using-2d-camera

If you need help with UI code, such as picking 3d or 2d points with a python modaloperator, I am happy to help with that.

EDIT:  I have made a partially working module
code:  https://github.com/patmo141/odc_public/blob/master/image_object_registration.py
blend:  https://www.dropbox.com/s/rqk9rrh9a4rw9ez/image_object_registration.blend?dl=0

https://youtu.be/Edk9uA5Yl5k

-Patrick


How to create a solid stream of liquid? I'm new to blender and I want to create more things with the fluid simulation but it's not coming out like a faucet, instead it comes out in these globs is there a way to change this?

P.S: I also noticed that whenever I increase the resolution of the final the amount of liquid that comes out of the inflow decreases is there also a way to fix this?

It looks like your inflow Mesh is just a circle?
I think you maybe should use a Sphere. Another Way to achieve more water is to increase the "inicial Velocity" of your Inflow Object.


How do I know which faces correspond to which area of a UV image? The below image shows the edge of two faces. I'm wondering how you know which face the lines belong to. It seems pretty random.

Basically what I'm trying to figure out is if I go into photoshop and try to only select one face to paint onto, which lines do I also select so that I don't have black edges on the mesh?

I hope that's clear enough. If not I'll try to reword it.

I try to answer in generic terms. Where texture mapping is concerned: there are no pixels!

The U and V coordinates are relative. They do not point to a pixel, they point to a position between 0 and 1. So if your texture has a resolution of 1024x1024 the coordinates 0.5, 0.5 would not point to a pixel, but to the interpolated color at the center. And this would be in that example right between the 4 pixels in the center of the texture resulting in a color value where all 4 pixels of the texture get mixed together in one.

If you UV map a 3D model, it is not guaranteed, that a texture coordinate lands right in the middle of exactly one pixel of your texture, it could land two thirds on one pixel, and one third on another, etc, etc.

When you export a uv map from blender so you can photoshop your texture over it, it is important to know that it does not matter where the edge is drawn. Just think of the edge as infinitly thin. There is no belonging to one specific face, if both share the edge.

However if you really want a "sharp" edge, one that is really separate from its neighbouring face, you can insert a seam in edit mode, unwrap the UVs again. Now there are two edges in the UV map. If you keep an eye on your vertex count you will see, that by making that seam, your vertex count goes up, since all vertices along the seam gets duplicated. They still occupy the same space and blender treats them as one, but the underlying renderer sees them separate.

I hope this answers you question.


Missing Physics Tab? [Blender 2.78] I'm just wondering if anyone else is missing the options in the physics tab of their Blender program with the new 2.78? It was released yesterday. I knew I should have waited before downloading it...

I've tried scrolling up, but there's absolutely nothing there. At all.

Ideas? Help? Anything?

I had an object selected, by I guess the program didn't download properly the first, third, or fifth time - by sixth reinstall, physics options returned.

Thanks everyone!


How to get 3D points of a Mesh in world space coordinates? I have a blender file with this scene (below) seen from the camera.
Now I need to get the 3D points of the mesh (the doughnut) in world space according to the camera perspective, pragmatically. Meaning I need a python script I can run to save a text file with the list of 3D points I need. I also need to know the camera direction vector.
I'm using Blender 2.83 and I have python 3.7 installed.
Thanks in advance.

you would need sth like this to get the object in world coordinates
import bpy
from mathutils import Euler, Matrix, Vector

            object_rotation = obj.rotation_euler
            object_translation = obj.location
            H_m2w = Matrix.Translation(Vector(object_translation)) @ Euler(
                object_rotation, 'XYZ').to_matrix().to_4x4()

            cam_H_m2c = H_m2w.inverted()

            cam_R_m2c = cam_H_m2c.to_quaternion().to_matrix()
            cam_t_m2c = cam_H_m2c.to_translation()


How to fill the surface of a mesh with cones which point to the normal, do not overlap, and have the minimum possible space between each other? I am new to blender, and I am trying to create a shark which is all covered by thorns.

There should be the minimum empty space between thorns and each thorn should point to the outside of the shark like the normal of the surface at each point.

Each thorn should be an independent mesh and thorns should not overlap.

Something like what is achieved with 4 cones in the below image, but for the entire mesh:

I can do this manually, but it seems a very inefficient way of doing it.

Is there any add-on or python script to do this? If there isn't, could anyone point me in the right direction? I'm familiar with python but not much with blender.

Thanks!

Particle Systems

If you want denser visuals you may use smaller particles size and a greater number of particles.  Your machine may easily handle 100,200 particles, or may not depending on hardware.  Mine is hesitating a little at the numbers below.  Note that you can choose to [render only] the particles by clicking the eye icon off below. [Render only] would allow easier responsive user interaction and produce same render quality. Render On. Visual Eye Off.  Save some compute cycles. So the first two images will show high density particle systems.  To save time the other images will show low density particle systems.

Above image with a fairly large number of particles.  Not yet even to 100,000.  Just a beginning example of dense population.  Of course there are other considerations for a visual effect.

All particles are emitted by frame 0.  Gravity is 0.

Image above.  The Particle System uses the Cone as the duplicated mesh.

Image above.  Two different meshes with different colors.  They are placed in a Blender Group. Keystroke Control-G.  You can be much more artistic than these explanatory examples.  This allows multiple models.

Image above.  You can use the modifier panel to convert particles into ordinary meshes, which can be custom edited.

Dupligroups

The thorn has its parent as indicated by outliner windows and properties window.
The duplication mesh has duplication indicated by Duplication Panel.  Faces and Scale.  Your mesh is the Shark.  The mesh in picture happens to be a stem or tentacle.  The Scale selection uniformly scales the thorn to the size of the face which may be of interest to you.

Displacement Modifier

Above Image.  Horribly non artistic use of the Displacement modifier.

You may also see Tapering a tentacle mesh with uniformly scaled suction discs


How to use blender 2.8 with a (thinkpad) pointing stick? How can I rotate and pan the viewport with a (thinkpad) pointing stick in blender 2.8? If I press the middle mouse button and move the pointing stick up or down it only zooms in and out.

On Linux, by default, holding down the middle button and then tilting the TrackPoint generates scrollwheel events.  TrackPoint enthusiasts typically use this to scroll through Web pages/documents.  However, Blender will interpret this as a zoom command.  This behavior can be disabled, but not all desktop environments have a control for it (e.g. Xfce4 doesn't), and the command line incantation is a bit obtuse.
The following was tested on a Debian Sid system; you must have the package xinput installed.  If you have an older version of Linux, the incantation may need to be different, as the support framework has changed in the last two or three years.  First check to see which is your TrackPoint device using xinput list.  You will see output something like this:
⎡ Virtual core pointer                      id=2    [master pointer  (3)]
⎜   ↳ Virtual core XTEST pointer                id=4    [slave  pointer  (2)]
⎜   ↳ Synaptics TM3072-003                      id=12   [slave  pointer  (2)]
⎜   ↳ TPPS/2 IBM TrackPoint                     id=13   [slave  pointer  (2)]
⎣ Virtual core keyboard                     id=3    [master keyboard (2)]
    ↳ Virtual core XTEST keyboard               id=5    [slave  keyboard (3)]
    ↳ Power Button                              id=6    [slave  keyboard (3)]
    ↳ Video Bus                                 id=7    [slave  keyboard (3)]
    ↳ Sleep Button                              id=8    [slave  keyboard (3)]
    ↳ Integrated Camera: Integrated C           id=9    [slave  keyboard (3)]
    ↳ AT Translated Set 2 keyboard              id=10   [slave  keyboard (3)]
    ↳ ThinkPad Extra Buttons                    id=11   [slave  keyboard (3)]

It's the TrackPoint device whose properties we want to change.  We can specify it either by ID number or, as below, by name:
xinput --set-prop 'TPPS/2 IBM TrackPoint' "libinput Scroll Method Enabled" 0 0 0

This disables button-based scrolling on the TrackPoint.  Holding the middle button down while tilting the TrackPoint will now rotate the view.  Root privileges are not required.  This setting does not persist and must be reset on each login/reboot. To immediately re-enable TrackPoint scrolling use:
xinput --set-prop 'TPPS/2 IBM TrackPoint' "libinput Scroll Method Enabled" 0 0 1

For more information see this Web page, and also man 4 libinput to find out what the arguments mean.