Preview rendering the current view from the viewport? How can the current viewport view be rendered as a preview?

Blender 2.8+
This is now accomplished with the fully interactive Rendered viewport shading mode.
Click the rightmost sphere icon in the top right of the 3D viewport to enter Rendered mode, which displays the scene (more or less) exactly as it will be rendered:

Alternatively, hit Z and select the Rendered mode from the Shading pie menu:

To remove any overlays, outlines, or gizmos covering up parts of the rendered view, turn off Gizmos and Overlays by clicking the icons beside the dropdown arrows left of the shading mode:

Blender 2.69 – 2.79
Use the key combination ShiftZ to switch to Rendered mode. Hit the key combination again to return to Solid mode. Alternatively, switch the Viewport Shading mode between the white sphere (Solid) and pink sphere (Rendered) in the 3D Viewport header/footer bar.

This lacks viewport overlays, however, so it will be difficult to work in fully rendered mode. Nonetheless, it is possible to pivot the view and look around.

Blender 2.68 and Earlier
Switch the Viewport Shading mode between Solid and Rendered as described in the section above. However, the ShiftZ shortcut is not bound by default in earlier versions of the software. But you can bind it yourself:
Open the User Preferences (File > User Preferences...) and switch to the Input tab. From the expandable list, locate 3D View and expand it, then also expand 3D View (Global) immediately below.

Scroll to the bottom of the expanded list and you will find an Add New button.

Click Add New, then expand the new entry entitled "none".

With the new, unbound keymap entry expanded:

Replace none with wm.context_toggle_enum which should lead to three new text fields appearing beneath.
Bind the Z key by clicking the key field (contains the default A) and press Z.
Check the Shift keyboard modifier checkbox.
Fill the new three values, starting with space_data.viewport_shade for Context Attribute.
Next, enter SOLID for Value 1 (beneath Context Attribute).
Finally, enter RENDERED for Value 2 (right of Context Attribute).

To save these changes for future use, click Save User Settings at the footer of the User Preferences window which will update the startup file with the currently open one that now includes the added keymap. Make sure this is a clean startup file.


Add rig to already weighted model I have a model of the Master Chief that I downloaded.  I have created a suitable rig for the model but don't know how to parent the rig to the model and preserve the weights already painted on it... Any help would be greatly appreciated :)

if the model already has weights, it should have vertex groups. Make sure the bones in your rig are named the same as the existing vertex groups. Then select the model, then the rig, and hit Ctrl-P > Armature Deform (and make sure the armature modifier on the mesh is set to Bind to Vertex Groups). If you have additional bones that you want to use that don't have pre-existing vertex groups, you can enter pose mode on the rig, then enter weight paint mode on the mesh, then select the bones you want to have weights for, press W and select Assign Automatic From Bones. I hope this helps!


Export select pieces of a model? I was wondering of there was a way to export a piece of the model instead of having to delete everything in the scene and then saving it and then undeleting everything again? Kind of like a select export.

After selecting the objects you want, go to File -> Export. In the bottom left corner, you'll see a panel labeled "Export [name of file type]". There, you can click a checkbox labeled either "Selected Objects" or "Selected Only". The .ply, .stl, and .bvh files don't have these options. For example, here's the "Selected Objects" checkbox when you export to .fbx.


How to fix sculpting ridges? I ran into a problem I have never seen before and that is when I try to sculpt on a mesh, it sculpts like this:

Instead of this:
I am using dyntopo with these settings:

I feel like theres a very obvious solution to this, but I have no idea what it is.

You must apply scale first. Select the object in object mode and press Ctrl + A -> Scale

See also Why is it important to apply transformation to an objects data?


Rendering in cycles distorts material I now know that the problem I had with render mode was because I rendered in Cycles but I think I have to keep working with Cycles for this one so maybe someone can tell me, why the material looks like this.
In Eevee, the preview of the material is the same but it looks fine. Why does Cycles do something weird with it and how can I turn it off?

This was the problem!
In shading, the tutorial was about adding a lot of stuff and I guess something went wrong with "Displacement". I still don't know why this only happenend in cycles...


Fluid not flowing straight I am trying to simulate fluid flowing in the top and out the bottom of a tank through pipes. A little like in this picture:

At the moment, the top inflow seems obstructed for the first few frames and then flows in an unrealistic, obstructed way. Please see the gif:

If you look at the top pipe, it is not flowing smoothly.
I've tried rotating the inflow object in the top pipe (90 degrees), checking the surface normals are all pointed outwards and giving the inflow a slight positive Z initial velocity and none of these seemed to make a difference.
It might be worth noting that when I run the animation without baking the mesh I see just a small amount of fluid flow along the bottom of that top pipe.
I am new to this so forgive my ignorance!
I think I read somewhere in the manual that if you have multiple fluids in your scene you're supposed to design them separately and then combine them later? But I didn't understand it really and now I can't find that part of the manual!

It looks as though the resolution of your fluid simulation is too coarse. Generally, the fluid can only interact properly with the obstacles if the resolution is fine enough that the significant details of the obstacles can be detected.
The "Resolution Divisions" parameter in the domain settings gives you control over this.
The challenge is to make the number of divisions high enough that all obstacles and boundaries are correctly recognized but small enough to keep baking times and memory manageable...
The "multiple fluids"-issue you mention is only a problem if you need different fluids with different properties (e.g. honey and oil) in the same scene. As they can not really interact with each other this way, that's a somewhat advanced topic requiring quite a bit of trickery.
Fortunately, different bodies of the same fluid (as in your case) are not a problem for the simulation.


How can I store the name of selected objects in a text file? I would like to create an automatic list of the objects that have been selected with the mouse click.
So for example I have cube1, cube2, cube3, cube4.
I select them in the following order cube3, cube2, cube4, cube1 then a list on a text file shoud be generated in the order that they have been selected 3,2,4,1.

So the answer to this question is not as straight forward as you would expect. Blender is not storing the selection order for objects. It only stores the active object and a sorted list of all other objects. So what you really need is a way to catch all selection events. One way to do that is using a modal operator like this:
import bpy

class OBJECT_OT_record_selection(bpy.types.Operator):
    """Records the selection order while running and when finished with ESC saves it to //order.txt"""
    bl_idname = "object.record_selection"
    bl_label = "Record Selection"

    origSel: None
    selOrder: None

    @classmethod
    def poll(cls, context):
        return context.mode == 'OBJECT'

    def modal(self, context, event):
        # Update selection
        curSel = context.object

        # On selecting new object
        if curSel is not self.origSel:
            self.report({'INFO'}, 'Selection was changed')
            self.origSel = curSel
            self.selOrder.append(context.object)
        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            # Use this to save to an internal text data block
            if "order.txt" not in bpy.data.texts:
                bpy.data.texts.new("order.txt")
            bpy.data.texts["order.txt"].clear()
            bpy.data.texts["order.txt"].write('\n'.join([obj.name for obj in self.selOrder]))

            # Use this for saving to a text file
            #try:
            #    with open(bpy.path.abspath("//order.txt"), 'w+') as f:
            #        for obj in self.selOrder:
            #            f.write("%s\n" % obj.name)
            #    self.report({'INFO'}, 'Saved order to file at ./order.txt')
            #except Exception:
            #    self.report({'ERROR'}, 'Error while writing to file at ./order.txt')
            return {'CANCELLED'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        self.origSel = context.object
        self.selOrder = []
        if context.object is not None:
            self.selOrder.append(context.object)
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

def add_object_button(self, context):
    self.layout.operator(
        OBJECT_OT_record_selection.bl_idname,
        text="Record Selection",
        icon='RESTRICT_SELECT_OFF')

def register():
    bpy.utils.register_class(OBJECT_OT_record_selection)
    bpy.types.VIEW3D_MT_select_object.append(add_object_button)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_record_selection)
    bpy.types.VIEW3D_MT_select_object.remove(add_object_button)

if __name__ == "__main__":
    register()


Object rotation in game engine We are trying to rotate an object in blender according to an external accelerometer. We have no issues in obtaining the data from the accelerometer. However, when we rotate the object along two axis the third rotates on its own. How can we rotate the object in blender according to the accelerometer's relative angle to the ground?

This depends on how you want to transform your linear value (accelerator value) to coordinates in the BGE.

A very easy way is to define an animation and play it with with the action actuator in property mode. Fill the actuator's property with the acceleration value.

This way you get a direct transformation from acceleration to animation frame to animation pose.

How you get the accelerator value into the property "frame" is up to you.


No animation in Fluid Simulation I work in version 2.82. I have a problem with mantaflow fluid. At the stage of preparing the file, after setting the settings - I can not play the animation of the water. When I click play, time starts to run, but the animation of the water does not appear. A similar problem was with special mantaflow version 2.79. I did it on several different tutorials, the problem is always the same - there is no animation. How can this problem be solved?

Make sure your FLOW object is fully inside of the DOMAIN Object.  If it is not, nothing happens.


Blender Output Multiple Passes When Rendering with Specific Naming Scheme (2.8.2a) My render setup looks like this:

and my file output looks like this (the mist pass is put in that folder with the names "Image0000.png" and "Image0001.png"):

but my desired output is this:

how can I get my desired render output in Blender? I'm using Blender 2.8.2a.

From your image it looks like you are assigning a folder called "Mist". select a folder and then use the add input inside the File output node N and connect your "mist" to that new input


Material not copying to other objects in cycles I have a material for hair that works great when using Eevee, but once I switch to cycles, it only appears to work on one object.  The rest of the objects don't appear to receive anything past the Principled BSDF shader despite sharing the same material.

For some reason Use UV for Mapping is disabled in the Properties > Curve Data > Texture Space settings on all the objects except one.
To enable it for everything, select them all (Shift L might be useful), then right click on the Use UV for Mapping setting and click Copy to selected.


Is "Separate RGB" identical to "Separate XYZ"? So far as I know, in Cycles, the nodes Separate RGB and Separate XYZ just take apart a three-element vector and put each component out. No math going on.  Is that true? Is the only difference in the names, for keeping clear what kind of data is passing through?

By looking at the source code  and the note saying :

  /* Vector combine / separate, used for the RGB and XYZ nodes */

They are the same, and they don't use one node probably just to avoid confusion and keep data types separate


How much should I bevel? I want to know how the shape, size and material of an object would affect its bevel?

(for it to have closer to realistic bevel, for photo-realism)

For example in the real world how would the bevel on the edges of a wooden door be different from the bevel on the edges of a concrete beam or the bevel on the edges of a small cardboard box?

It might not be a sexy answer, but I'd say: measure. If you want to simulate the real world, know your world.

What do you do if you want to model a realistic excavator? You either get a good model or you use reference picture. You imitate the real thing which has the knowledge of engineers. You use their knowledge. Getting bevel sizes is doing the same thing in detail.

It's mostly not shape or size, it's the manufacturing process or the intended use that decide on the roundness of anygiven edge.

So, get into the real world and measure bevels. And make a reference chart.

When I wanted to model a typewriter, I decided to measure all the bevels to get the proportions right.

The beauty of 3D is that you learn much more than to simply use the software.


Is it a correct math definition of averaging two vectors? (Blender vector math node) There is such a definition in the Blender Vector Math node:

Isn't an average vector supposed to be something like:

  Vector = (input1+input2)/n

where n is a number of vectors?

It seems what we really get from the blender vector math node is a normalized sum, not an average vector. Is that right?

The Average operator was initially added to Blender as a way to get a Unit Angle Bisector, which is a unit vector that bisects the angle between the two input vectors. The operator assumes that both input vectors are unit vectors, otherwise, it will not work as expected.

Due to the misleading name and the ambiguity of operation. The Average operator has been removed in Blender 2.81. Thought it might be added again in the future in a more clear form.


How do I add a bump map to a texture I made in blender? This is more of a theoretical question. I was looking around on youtube and saw a video on texture painting and was wondering if I could make it more realistic. I don't want to use the Internet for this because I want to challenge myself and two I just started learning about blender and three my wifi like my imagination is obviously terrible.

CYCLES
In Node Editor Add two color textures (Image Texture nodes), set one as Color and the other as Non-Color Data. Connect the second one to the Height input of the Bump node (set the Strenght as you like). Plug it then to the Normal input of your Diffuse node.

BLENDER INTERNAL RENDER
Add two identical textures to separate texture slots. Call the second one BUMP. Under Influence uncheck Color checkbox. Check the Normal (set its value) and RGB to Intensity checkboxes.


Texture glitches and artifacts when camera is far away? From up close the mesh in the view port looks fine. But when the camera moves away, artifacts and glitches appear? Is this a topology issue or a rendering issue in Blender? The object has no UV texture applied as each mesh has a material node assigned to it

Up close no mesh errors... Moving the camera back though, render glitches and artifacts pop up as the camera looks at the item

Is the decal a separate geometry from the disk itself? If so, have a look at this article:
https://en.wikipedia.org/wiki/Z-fighting


how to control particle rotation during its lifetime? In Blender Internal, there's an option in the Particle System Texture panel to let the texture affect the Size of the particle. But nothing for the Rotation.
A gradient texture can be used this way to control the size of a particle as it is spawned, lives and when it dies.
Having a particle rotate when it is spawned but stop rotating after awhile, or slow down and speed up the rotation speed (of each individual particle, not the whole system) doesn't seem to be possible because of the above reason.

Is there any other way to do this?

You can use the Animation Nodes plugin to create your own particle system instances and use a node setup to control their rotation.

control_particle_rotation.blend is a simple example which sets particle rotation to their age. You can create more complex rotation control with more nodes. You can find an AN download on github. You can find discussion and AN examples in the blender artists AN thread.


Impossible to select edge loops with shortcut In Blender 2.8 it's impossible to select edge loops with Shift + Alt and left (or right) click. Why?

You've likely enabled Emulate 3 Button Mouse in the preferences (Edit > Preferences > Input). The shortcut doesn't work with this option enabled.

When the emulation is enabled, you can select edge loops by double clicking on the edges. If you hold Shift you can add additional edge loops by double clicking on another edge. For selecting edge rings hold Ctrl and double click (*).

In case you don't need to emulate a 3 button mouse, you can disable the option in the preferences. Alt + LMB (or Alt + RMB for right-click select) can then be used to select a single loop and Shift + Alt + LMB (or Shift + Alt + RMB) for multiple edge loops, with the option to toggle the selection.

(*) This option was added in commit bb70594c1bc2a3c859c45fcd35776327be5e8e04, which was missing when the original question was posted.


duplicated objects dont show up in render ive got a fairly high poly grass object that will not load in my renders. ive looked at camera settings, ensured they are not hidden, etc.
i have been having issues with duplicated objects not showing up regardless of shift-D or alt-D, they also seem to have a different rotation and placement than the original.

it shows in the viewport, but nowhere else. maybe this is to do with unlinked data blocks, but as far as i know all the necessary data is there... ive tried setting back to default preferences, fiddling with a bunch of things but ive probably done more harm than good. so i really dont know. any tips?

here is a screenshot of it in the viewport.

I can resolve it for you - but I don't really know why?

If you run your animation (before deleting the keyframes) all three objects are instantly moved on top of each other. So it is probably rendering all duplicates, it is just that they are on top of each other. I wonder if it has something to do with Blender effectively starting the frame 1 animation prior to rendering an image? Someone smarter may be able to help here.

Anyhow, for the duplicated objects remove the associated keyframes (in the Animation workspace) and now the duplicates are now rendered.

Here is a rendered output example.


Create rings for ringed planet procedurally Trying to create a ringed texture like the one in this image in a more procedural way using Blender nodes

I could achieve this with a color ramp, but I do not want to manually edit each ring but rather to create it in a more procedural manner
I decided to give a try to the wave texture and created in total 4 wave textures with different parameters of scale and then add them all together and got this:

However, given the level of detail (very fine rings) I want to give, there would be needed many nodes of wave texture and that would be very unelegant.
What would be the best approach to do something like that in Blender?
EDIT: this is the current node aproach (as I said, it is not elegant at all)

One way to do something similar is to get the length from the object center and apply a noise (random) texture on it.

The first three nodes:

Get the length from object origin (center of the disk)
Calculate a sinus of the length (alternate from -1 to 1)
Map it in positive values to -1/1 to 0/1

The next three nodes are about to add randomness and control over it:

Rgb curve to distort the mapping
Noise texture to get randomness
Color ramp to choose how the values are mapped


How to create a long shadow icon? I am trying to create a flat/modern looking icon. The visual style I am aiming for is

Here is what I got so far with my icon.

As you can see it is missing the fake shading and fake shadow. Is there some way I can achieve this?

.blend file

Using Blender Internal.

Why fake it with the power of 3d at your fingertips ;)? Although these icons have a flat style, there is still some depth to them for that realistic feel.

Add a sun lamp, adjust the angle (45+ degrees is good), set it to Ray Shadow, increase the soft size and samples, change the shadow color to a medium gray and enable ambient occlusion (use a small value). You would be surprised the control you have over the shadow. Also increase the height of the actual logo so it can cast a longer shadow. The base object needs to catch the shadow but in your example you have it set to Shadeless, if you still want that flat look, change the shader model to Fresnel. Finally set the camera to an orthographic type if you don't want the final render to be affected by perspective.


Strange face appearance The below shading has me scratching my head.
The faces are coplanar, as far as I can tell.  It's not a normal issue.  The faces are attached (I can drag them around and everything stays attached.)  Also, I confirmed there is only one face present.
If I delete the faces and recreate them, the shading is corrected.
Thoughts?

This can happen with “custom split normal data” on the geometry. Go to the Properties tab and clear the custom split normals data. That should fix it.
This is technically a duplicate question.


Blender ignores changes to python scripts I have two scripts. One that runs the main logic and another that holds a set of functions that I want to call. However when I make a change to the functions script it is not updated. I have saved the function script as a file and I can see that the changes have been applied to it but these changes are not reflected when I click run on my main script.

I have tried click run script on my functions script and if I modify it so it contains an error it will tell me but the main script doesn't seem to notice or care. The only way to get Blender to take notice of any changes in my scripts is to close and reopen it! Why is this happening?

Edit

It appears I've not understood how script works in Blender when you're not running the game engine. So my question effectively becomes:

How can I run a script that calls functions in other scripts by clicking a button in Blender?

I understand this could be considered too broad or too different to my original question so I am considering closing this and starting again.

Once a Python module has been imported, it will never be reloaded by the interpreter (that is, not automatically) when source file changes.

Blender has an operator to reload all of its py scripts, triggered by the F8 shortcut (in default keymap).

Now, that will only reload registered addons (and startup/UI scripts), if your addon contains several sub-modules you need to handle their reload yourself, using that kind of construct in your __init__.py addon’s file:

# When bpy is already in local, we know this is not the initial import...
if "bpy" in locals():
    # ...so we need to reload our submodule(s) using importlib
    import importlib
    if "my_submodule" in locals():
        importlib.reload(my_submodule)

# This is only relevant on first run, on later reloads those modules
# are already in locals() and those statements do not do anything.
import bpy
import my_submodule


how to add siding to exterior of building If I have a building and the walls are one object, is it possible to make the front exterior wall have a stone texture and the back exterior wall horizontal metal siding, for example? Likewise on an interior room can there be painted walls and a wall papered accent wall if the room's walls are a single object? How are these examples achieved? So far it appears to me that if I assign a material and texture to an object the whole object is affected. How is it possible to apply a different material/texture to a surface of the object.

In edit mode select the ominous faces and assign material for them.


How can I unparent an object in an animaton? I was working on a baby project in which a toy trains takes a block (typically a cube).

So I parented the block to the train and it moves perfectly from starting point to the stopping point.

At the stoping point I want this block to be un parented and start moving along a curve.

If I try to un parent it using Alt + P its jumps around as shown below:

Parenting can't be disabled during timeline. If you want this, you must use Child Of constraint instead. It has influence value, that can be animated.

Look also:

How do I "parent" objects?

Dynamic parent addon


How to make "Weight Paint" affect all vertices, even those with zero weight? There is something that I can't understand about the "Weight Paint".

I was testing some stuff with a few Models, I need to decimate and fix this one for VRchat, but how does the original model rotating all parts so smoothly?

For example, when I rotate the Head bone of the Original upwards, the head looks nice and it seems to stretch all vertices nearby even if the weight of those are "0". That gives is a smooth look.

When trying that on my version of model with an almost self-made Rig, it only affects the vertices that are painted.  This deforms my model in an unexpected way.

I made 2 screenshots for an example:

Original

My version

Why does the head of the original affect all those vertices on the neck with 0 weight and stretch them slightly, while on my version its just pulling on the painted ones?

A smooth deformation of a bunch of vertices is always due to a balancing between 2 or more different weight assignements: if a vertex is weighted to a vertex group only, it will move with its relative bone rigidly and exactly, even if the weight is 0.00000001. Instead, if it has some weight relatively to two (or more) vertex groups, the movement is calculated making a comparision between the two values, with an automatic normalization; normalisation means that if one value is 0.001 and the other is 0.009, they are treated as 0.1 and 0.9 and their sum will be treated as 1.0.

So it's importany to analyze all weights, in your case not only head bone but neck bone also. If you select a weighted vertex in edit mode, you will find in the "N" properties panel a "vertex weights" tab in which you can inspect all weights and have a better understanding of the behaviour.

To solve your problem you will have to give some weight to the neck vertex group, so that vertices near the neck will be pushed to two different actions: the head bone will try to move them while the neck bone will try to make them stay in place.

Image is 2.79 but 2.81 is the same.


Black Texture when baking Ambient Occlusion with Blender internals? In my blender file, I have a simple castle in which when I try baking the Ambient Occlusion it generated a black texture. How can I get Blender to bake correctly instead of this black texture?

I been reading on forums about this problem which mentioned about inverted normals but my normals or overlapping UV but I generated another without overlapping UV's and received the same problem. They also being negatively scaled but this model has positive scales ;(

Thanks in advance!

Blender file attached here:

Try to set Environment Lighting to 1.0 in the World tab.
I have tested it now and it bakes AO correctly then.
The funny thing is that you dont need to check the Environment Lighting checkbox and it still makes the change.


Rendered image doesn't show what Rendered Viewport shows... (pictures below) It's kind of an interesting result.

Here is how render viewport should look on frame 1:

Here is what happens when I press F12:

It's like I have a second camera (although I don't) somewhere below. What is even weirder is that If I place the camera behind the wall...

it shows everything correctly (example cube is seen):

As you can see, my camera is following an object that is on Bezier curve WHILE being on Bezier curve (right) itself. This animation is working perfectly on rendered viewport but not if I use ctrl+F12. Just the same grey viewpoint.

What could be the issue?

You appear to have a plane in front of your objects and the camera:

Which is not visible in the file because it was hidden:

You could either delete the Plane object or hide it from the camera render (Check the camera icon).


Pemanently apply a rotation I want to scale an object in the world axis when the object rotate.
But for not scalling the object in his own axis but in world axis we need first to apply his rotation. So I don't succes to do both things in the same time.

You can parent the object to an empty, scale the empty along the world axes, and rotate the object around its local axes.
In the example below, the empty is the parent of the cube, the empty changes scale, and the cube rotates around its local axis


UV Project messes up UV map I am trying to animate eyes using the UV Project modifier, but when I enter the empty I want controlling the modifier, the UV is messed up.
Here is the mesh before I apply the UV Project modifier:

And here is the mesh after the modifier is applied:

I've tried editing the UV map and moving the empty to see if it's just in the wrong place but I can't stop the texture from looking distorted. Any suggestions?

Bring back the scale of your empty to 1 with AltS
Rotate it 90° on the X axis
In the Image Texture node, switch from Clip to Extend
Scale the empty as much as needed in order to have the scale you want for you image


Apply Bevel/rounding to junction of two combined forms I'm looking for a special profile with a combination of two forms.

So that I can best manage the rounding/bevel of the junction of these two forms.

Is it possible and how can I get this result (see attached image)

I don't know whether you're using subdivision - so these approaches may not be your way.... (all the operations are under a subdivision modifier, level 1 or 2)

starting with a cube, add some edge loops (CtrlR), to support its sharp edges, and to halve its sides. Then cut the diagonals you can see, using the knife tool (K).
bevel the central vertex (CtrlShiftB)
inset the new face  (I) to make room for a bevel
extrude (E) the inset face
maybe scale the top face (in my case, Z is up, so that's SShiftZ), bevel (CtrlB) the edge at the turn to the extrusion, adjusting the profile with the mouse wheel to increase divisions, (you could do that, and change the profile and offset of the bevel at the bottom of the toolbar region while the tool is active, if necessary.)

But as you can see, that results in sharp turn, not very like the profile you illustrate, and there's not much room to move edge loops around.

So the bottom row in my illustration doesn't use beveling at all, and just tweaks the heights  and scales of the horizontal edge loops on the dome.

Edit mode>edge ..Alt select an edge loop

SShiftZ to scale it in XY

GG to slide the loop up and down without significantly altering the profile

GZ to move it up and down and alter the profile

If the subdivision modifier's' "Display modifier in Edit mode" box is checked, you can visually adjust the modifier's result to your profile. But be aware, if the subdivision level is changed, the profile may fatten or shrink.


Will vertex indices change? If I base a script on vertex indices -- how much risk that the index will change with time? Is it possible to assign some identifier of my own to a vertex? For example, add a uuid for every vertex I am interested in.

In general vertex indices are not a reliable way to keep track of vertices.

However in some cases you can't avoid using them (MDD/PC2 animations and texmesh feature for example), basically - as long as you only deform the geometry and don't add/remove/subdivide... etc. They can be used - but users of your tools need to be aware of this limitation. If you can avoid relying on vertex indices, its normally best to do so.

This example shows why vertex indices aren't safe as reference:

import bpy

bpy.ops.object.mode_set(mode='EDIT', toggle=False)

ob = bpy.context.object
verts = ob.data.vertices

print("Before", verts[0].co)
# could also be edge-split, subdivide, knife-project, delete ... etc
bpy.ops.mesh.sort_elements(type='RANDOMIZE', elements={'VERT',})
ob.update_from_editmode()
print("After", verts[0].co)

# Before <Vector (1.0000, 1.0000, -1.0000)>
# After <Vector (1.0000, 1.0000, 1.0000)>

You should look into custom data layers:

http://www.blender.org/documentation/blender_python_api_2_69_release/bmesh.html#customdata-access


Proportional editing is not working Yes I know there's many questions on this answered already but nothing has worked for me. Proportional editing both on object and edit mode is not working for me. I am using my laptop keyboard and my wacom tablet.

When in object mode, I enable proportionAl editing set to smooth, pivot point on median,scale my object on the z axis ,sphere appears, then when I scaLe while pressing Pgdn and PgUp both on arrow buttons and numpad buttons, the sphere does not decrease or increase only the object does.

And then when I try using it on edit mode, repeating the same steps as above, the vertices only move and nit the actual sphere itself

When I press the numpad PgUp and Pgdn it moves the vertices like 5 times more like so

This is how my keyboard looks like

The PgDn and PgUp are secondary functions on your laptop keyboard.
Related: On laptop when I press F3, no search bar shows up, just the brightness goes up?

You need to hold the Fn key to make them work.
Or you can use the pop-up menu slider.


Can an HDR movie from a 360 camera light a scene? Lighting a scene with an HDR background is pretty well documented. But some 360 cameras can also shoot HDR movies.

Is it possible to import a HDR movie into the background of a Cycles or Eevee scene using the World settings? If so, how?

After a lot of experimentation, the answer is Yes, but the results aren't great, for a few reasons. I'm going to use HDR footage from the Insta360 ONE X for reference, not because it's particularly great at HDR movies, but it's pretty popular, and the results from other cameras in this price range (and higher) will be about the same.

1. Low dynamic range

360 HDR movies shot on action cams do yield High Dynamic Range movies, but we're talking about a pretty low end of 'High' here. Users of the popular HDRI resource HDRI Haven will be used to HDRIs with 15, sometimes 26 EV (Exposure Values) of dynamic range. This produces very accurate lighting results, delivering excellent shadow quality and color. The ONE X will get you 3 EV... 4 EV tops... delivering soft shadows and saturated lighting.

2. Low Resolution

This scene features an outdoor Insta360 ONE X frame from an HDR movie. (A disclaimer first: The yellow rectangle features some settings that I wouldn't recommend or consider good practice, but it does eke out better contrast in the scene to get more pronounced shadows.)

Even so, you can see that the background plate is pretty blurry. this is due to camera movement and because the equirectangular image is just 2880 x 1440 pixels - the native dimensions from the camera. And we're only seeing about a third of those pixels in the background - the other two-thirds are out-of-shot, wrapping around the rest of the 'World'.

3. Soft Shadows

The green circles point out the difference between the sharp, full-sun shadows in the footage, compared to the soft, indistinct shadows in the scene. There's also an excessive amount of blue coloration from the sky on the white plane. (Ignore the slight pink coloration under the ball; that's ambient light from my hand, holding the camera).

4. Shake

Ideally, each frame of an HDR movie has multiple bracketed shots from a single point in time and space. If the camera's moving, this isn't possible. In the shot above, I was walking under an arch. The blue circle indicates blurred building lines due to camera movement and shake. This shake also impacts dynamic range, due to a difference in camera position between when it took its low bracketed shot to its high bracketed shot of that frame. If the shots don't overlap exactly, lighting becomes indistinct and colors aren't computed accurately.

Summary

Live HDR footage can give you, quite literally, quick and dirty background plates. You can mitigate problems by using a stationary camera and low-contrast, cloudy days. If you need a motion background plate (driving scenes when people are in cars, for instance), the low-res background could be blurred, with in-scene constraints used to blur in the right directions, depending on camera angle.


How to create faces between parent objects? I have two objects, and one is the parent of another. The reason of the parent relationship is that I want to apply different textures to each object. The two objects need to be bound, so I need to create faces between the two objects, but in edit mode I can only select the vertices of a single object. Can this be done? if not, what's the solution in my case? I need to separate the two objects somehow because I want to apply different textures to them.

Instead of parenting the object, you need to join them if you're going to connect them, select both and press Ctrl + J, doing so will make them two objects with separate meshes, you can now press Tab to go to Edit mode and work on vertices, edges and faces of both meshes.
You can still create separate textures, assign separate UVs to the same mesh.


How to create face between plane and cylinder objects? Creating a 3D model of a vehicle, so I need to create faces between cylinder and plane object in order to form a fender of the car. Every time when I try to press F on my keyboard or select "New Edge/Face from Vertices", the command does not work. Please help me to fix this!

Those vertices belong to two different objects.
You need to join the objects into one, before you connect the vertices.

Object > Join, Ctrl + J


Sounds don't play at right time when playing in vse When I hit play on the timeline the sound effects may trigger much earlier than they appear in the timeline, especially if the video has been playing for a few seconds prior to the sound clip.  If I start playback a couple seconds before the sounds then it appear synchronized.

Blender 2.69 in Ubuntu 14.04

Try enabling AV sync in Timeline > Playback:

This will tell blender to keep playback in sync with the audio, at the expense of dropping frames if the playback isn't fast enough.

By the way, 2.69 is quite an old version of blender at this point. I'd recommend using the latest version, 2.77a at the time of writing. If you wish to install blender from a repo (for automatic updates), see this question.


How do you choose the "3D View Full" workspace? Seriously, it randomly appears on certain files but I have no idea how I made it happen and can't find the answer anywhere online.  I really like using it to explore my scenes and would be really appreciate it if I could find out how to bring it up.  Because it's not an option to add as a workspace for some reason, and it's driving me crazy.  Please help.

To make your viewport size bigger you can try CTRL + Space or CTRL + ALT + Space.
If you want to create a workspace that has a big viewport:

Click the '+' button to the right of the scripting tab(assuming you haven't added or removed workspaces)
In the general section choose 'Layout'

Optional: You can rename the workspace by double-clicking on the 'Layout.001' tab

Start collapsing all the windows except the 3D viewport. This is done by moving your cursor to an intersection of 2 windows so that it changes to a '+' sign, then by dragging towards one of the windows.

Do this for all the ones you don't want.


Creating an obj with different UVs In Blender I shift the UVs in such a way that the 2nd "object" is moved into the texture space. I didn't know how to explain that well, so here is a sample:

Currently I do this by hand which is extremely tedious.

Ideally, I would like to solve this programatically.

To do this, I took a look at the obj as a text file, but I didn't really get it as the file was huge.

To simplify my investigations, I tried to create a simpler geometry, but I wasn't able to create something that would resemble this situation.

I created a cube and added a cylinder in Edit Mode and unwrapped it, but the UVs were not separated, instead they looked like this:

Could somebody tell me how to create an object that consists of a cube and a cylinder and which have 2 individual UVs that are both shown in the UV editor at the same time (like the very first screenshot)?

Thank you very much!

Edit: Here is the end result that I got after the answer (with my modification which I posted a comment about), which is fine:

Step 1) Create a cube object, create a different cylinder object.

Step 2) Enter edit on the cube and unwrap it as you wish.  Object mode, select the cylinder, unwrap that as well.

Step 3) Still in edit with the cylinder selected, open a UV editor window.  'a' select all vertices.  'g' 'x' '512' to move it 512 pixels in the x axis.  If you have an image open, you will need to use a different number of pixels, equal to the x resolution of your image.

Step 4) Leave edit mode.  Select both the cylinder and the cube and join them (ctrl j).

For your ultimate goal, you migh find a UV Warp modifier useful.  By scaling -1 about the x=1 (UV space, not pixel space) axis, you can achieve something similar to what you want.  (Not necessarily the same, as you are probably translating, not mirroring.)  Once you create this modifier, it can easily be copied between objects using the ctrl-L menu.  Offering this in case this is an easier way to achieve your ultimate goal that scripting is.


Would this spiky hair be doable using particles system? I'm trying to create hair like that using particle system with a curve object, but the results are not very encouraging:(

From the particle system panel I've disabled physics and added some random rotation to the particles.

I'm beginning to think that perhaps I should not use particles for this kind of hair?

Particles seem like a good start point.
I'd probably turn off random rotations if you want a more tame or regular look to the hair spikes to match the picture though.

If you are not satisfied with the result you can always convert or apply the particle system afterwards and adjust it manually.

You can adjust each hair strand/spike as an instance, as an individual object or even join them all into a single object.


Show render information in render image I saw this in a tutorial but i can't find it anymore.
I want to save my render information like the amount samples and time IN the rendered image. but how?

Go to Render Settings -> Metadata -> Check what you want to "Stamp" on the image and uncheck what you don't want,


Export-Paper-Model-from-Blender Add-on in 2.80? Does anyone know why the Paper-Model add-on is not in the Beta 2.8 ?
And Will it be back in the final version of 2.80 ?

It looks like the guy who makes the plug-in didn’t have time to update the code for the 2.8 beta.

His words: "It is, and will be in 2.80 release.
I just didn't finish the port, so these changes are not commited yet."

You can follow here: https://github.com/addam/Export-Paper-Model-from-Blender/issues/62


Matcap shading on blender 2.76 How can I get Blender to show Matcap shading for object on blender 2.76?

In the Properties side panel, Shortcut key N > Shading menu ...


Glossy object seems dark and non-reflective Hi all, having trouble seeing a good render (cycles) of this donut I'm trying to make. Setting is glossy, but seems dark and non-reflective, just looks like puddy and basically all other BDSF looks basically the same. Is not glossy/ reflective!

specs:
windows 8.1
intel core i5-4210U
GeForce 840m

Thanks

Looks like you need some lightning and other objects for it to reflect off of. Additionally you could load it up in a game engine with a glossy shader and test it that way.


I need help with baking since i'm beginer i've been following tutorials of blender guru. Right now i'm on the Anvil series and i got badly stuck.

This is the first thing that happened to me after the baking. So i was trying to flip normals. That didn't do anything. For the baking i had 2 anvils, one for sculpting and first as original low poly. So i applied subdivision on low poly anvil as well and then tried again. But then i got this.

I'm lost, i'll be still googling but if if anyone knows, please help me.

Thank you in advance.

Tutorial video: https://www.youtube.com/watch?v=0r-cGjVKvGw

You should've specified what issue "this" refers to.
Anyway, assuming your issue is that you're seeing polygon edges in your normal map, your mistake was not changing the shading from flat to smooth on at least one of the two models.

Set both models' (low and high-poly) shading mode to smooth and then bake again.
Those awful edges should disappear from your normal map altogether.


Complete Armature disappears when switching to "pose mode" /nothing is hidden, alt+h has no effect they show normal in "edit mode" but when i switch to "pose mode" or "object mode" they disappear and there is no "eye symbol" in outliner besides green Armature/Bone symbols. But there is a orange Armature symbol wich has eye symbol set to visible. Alt+H does nothing, no matter which mode i am in.

i moved a few of them and then switch mode for reasons, then i switched back to "pose mode" and they where dissapearing. I am very sure i hide nothing while these steps. I am using mac version 2.81a

i was able to do my pose while switching to "animation" tab and after i was done it seems they are apearing also in "pose mode" selected from "modeling".
Also could be caused by clicking another "layer" square on "outliner>pose then object data properties" but i am not sure.


How to combine two different textures into one After applying to a small studio and making a model of an axe with two pieces which meant separate UV maps. After submitting the model and textures, I was told that both the blade and handle of the Axe should be in one texture. I don't really know how to do this in Blender, so any help would be appreciated.

This can be done easily with some baking in Blender.
First, join your two object together with CTRL J.
Create UV map for your bake that include both objects.

Then create a new image for your texture bake, create a new material for it, and make sure it's selected.
Then go to the textures tab, create a new texture, and create (or link in) an image; for example, to create a new 4096² texture image for the output:

Then go to the Render tab of the Properties editor, and ensure that the Render Engine is set to Cycles (othwerise the Bake panel below will not be available):

In the Bake panel, set the Bake Mode to Textures, and press Bake.

You should get something like this. (of course it will be your textures instead of mine)

Then just save out the image, remove the other material slots and the first UV map, and you should be good!


Avoid motion blur in rendering? I am re-rendering the Blender open-source Sintel movie. In particular, I am rendering (as a series of .png images) a scene where Sintel (the main character) is running.

I am getting motion blur in my .png output, but there isn't any blur in the "Render Result" window of Blender GUI. Why do I have this motion blur, and how can I remove it?

I tried increasing the frame rate, but it doesn't help.

There are two ways of setting motion blur in Blender.In render properties by enabling Motion Blur (Cycles) or Sampled Motion Blur (BI) or with Vector Blur node in Compositing node tree. Check which of this is used in your case and disable option or mute node to get rid of unwanted blur.


Nurbs Curve with hooks not updating properly during render So I have a mesh (A hose) that has the Curve mod applied to it in order to make it follow a nurbs curve.  The curve has a few vertex that are hooked to an armature. All of this works fine, BUT the problem is, the nurbs curve doesn't seem to update properly, unless I click the same frame twice.

So, for example, the armature bones is animated in order to make a hose move with a characters hand like it is being held. If I go to frame 5, when I first click frame 5 the Armature updates, but the nurbs curve is still in the old position even though the armature and bones have updated on screen. The hooks do not change the vertex location of the curve.  But if I click on frame 5 again (in the timeline) it updates the hooks, and the hose follows the curve as it should.

Sadly, this also seems to affect my rendering, as once I start to render the hose is always in the previous spot.

I was using an older version of blender, but updated to the current release but still doesn't work properly.

There is a circular dependency. The curve is parent of the armature, and the armature deforms the curve. Since Blender walks through the hierachy only once per frame update, the deformation lags behind. Clicking the frame twice leads to Blender walking the hierachy twice. The bones of the armature are already in place and the deformation happens. A solution is to avoid direct parent child relationships between those two and use a parent for both (e.g. an Empty) instead or to swap the relationship, so the armature is the parent of curve.

Here is Blenders terminal/console output:

Dependency cycle detected:
  Hosearm depends on hose through Curve Parent.
  hose depends on Hosearm through Hook Modifier.


Easiest process for me to apply textures, created externally, to my models For the first time I'm working with an artist who is going to be creating the textures for the models I create in Blender.  Up till now I had been building the models and the texturing them myself using pre-built textures from websites.

My question is:
What is the easiest process for me to apply the textures our artist creates to my model?  Should I give the artist the UV Map from my model, or should I just get textures from the artist and fit them to the UV Map?  Basically I have no idea how this process works in a professional environment.

You have to UV unwrap your model, lay it out the way it should be (and then don't change it). Send that UV layout to the texture artist.

That is the only way you can have textures custom built for any 3D object.
The person painting the texture, you or somebody else makes no difference, has to know where to put and how to shape the texture. (How could you paint a room if you did not know what the room looked like?)

You can export the UVs from the UV/Image Editor's header by clicking on UVs > Export UV Layout.
Blender's file browser will open up letting you choose the name and location for the new image. There are some important settings on the left side.

Make sure the export size is the same size that your target UV map will be.
Set the Fill Opacity to something higher then the default of .25 (the default is too transparent to be useful). I like 1 as it is completely opaque which gives a good base layer to work off of.


Glass material is dark on cornea of eye I've tried to research this, but none of the solutions I found worked for me. I'm really just experimenting with modeling and materials, so this isn't really suppose to be anything.

Here's the link to the .blend file:

I'm trying to create an eye using the cycles nodes. From following tutorials, my understanding is that I should have an inner sphere with the color materials, and an outer sphere with a glass shader on it to give the eye some shininess and reflectivity. Unforturnately, the glass material looks very dark. If I pull the cornea sphere out of the socket, it looks like a perfectly decent glass ball, but when it's in the socked, it's incredibly dark. I'll attach images of the rendered version and of my nodes setup.

I had accidentally applied the glass material to the inner eye as well as the outer eye. It was dark because there was nothing for the light to bounce off. It looks much better now.


Cycles Baking Stopped Working For Me I am having problems baking textures with Cycles in Blender and am getting pretty frustrated, even earlier today it was working fine, but now  every texture I bake turns out solid black. I figured I had messed up my blend file somehow so I created a brand new one from scratch and the same thing is happening.

I have a single material on a simple object, it is UV unwrapped and the UV's are definitely pointing in the right direction. I have multiple area lamps in the scene and if I render the scene it all looks just as it should. I have an image texture I've created to render my bakes to and have added a texture node for that to my material. The texture has been selected there and there is a yellow highlight around the node so Blender knows which image texture I want to render to.

But, when I click bake with either combined or diffuse selected it takes about a minute, and every time leaves me with a black render. This is a very simple process that has worked for me in the past so I am quite frustrated that it just seems to have stopped working for some reason. Can anyone tell me what I might be doing wrong?

Thanks in advance.

I believe I solved my problem. There was a hidden object in my scene, it seems that hidden objects are not included when rendering, but they are when baking. The hidden object was a cage for the object I was trying to bake so it was blocking all light to that object which resulted it just a black texture.


Why are my UV coordinates distorted? When unwrapping a seamed object, my UV coordinates come out very weird. Whereas several sections have equal area on the model, they come out distorted when projected to the UV mappings:

closer view of the UV map:

I already tried applying the object's scale (Ctrl+A, Scale). It did help, but the UV is still distorted a bit. Is that normal, or am I doing something terribly wrong?

.blend file here (the model in question is in the 4th layer)

This is probably caused by the modifiers added to the mesh.

In Orthographic mode Numpad-5,  Back view Ctrl-Numpad-1.
You can unwrap it with U Unwrap from View without the distortion:


Headless render: can't find compute_device in 2.78b On Ubuntu 16.04 (used as a headless renderer with dual GTX 970 STRIX GPUs) after upgrading to blender 2.78b I'm now seeing:

$ blender -b Lightsaber.blend -o //Lightsaber-tst-1_ -E CYCLES -F PNG -x 1 -P cuda0.py -f 1
AL lib: (WW) alc_initconfig: Failed to initialize backend "pulse"
ALSA lib pcm_dmix.c:1029:(snd_pcm_dmix_open) unable to open slave
AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory
read blend: /home/shady/usermaatre/School/Lightsaber.blend
Traceback (most recent call last):
  File "/home/shady/usermaatre/School/cuda0.py", line 4, in <module>
    bpy.context.user_preferences.system.compute_device_type = 'CUDA'

The cuda0.py script is simple (it comes from BlenderArtists):

$ cat cuda0.py
import bpy, _cycles

bpy.context.scene.cycles.device = 'GPU'
bpy.context.user_preferences.system.compute_device_type = 'CUDA'

# this is different in each cuda[x].py file, CUDA_0, CUDA_1, CUDA_2, CUDA_3
bpy.context.user_preferences.system.compute_device = 'CUDA_0'

I had been running NVIDIA-Linux-x86_64-367.44.run and cuda_7.5.18_linux.run so we tried upgrading to the latest NVIDIA-Linux-x86_64-375.39.run and cuda_8.0.61_375.26_linux.run but that did not help.

I figured maybe the CUDA card has been renamed, so I tried running the script at  How do I get Cycles to use GPU on a linux server? and I get a similar result:

$ blender -b -P compute_device_type.py
AL lib: (WW) alc_initconfig: Failed to initialize backend "pulse"
ALSA lib pcm_dmix.c:1029:(snd_pcm_dmix_open) unable to open slave
AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': No such file or directory
Traceback (most recent call last):
  File "/home/steven/usermaatre/School/compute_device_type.py", line 7, in <module>
    devt = sysp.compute_device_type
AttributeError: 'UserPreferencesSystem' object has no attribute 'compute_device_type'

Blender quit

I'm thinking that something has changed in the naming of the card? Is there a simple way to determine the card attributes? And should the 8.0 drivers work on a headless system or should I go back to 7.5? I'd really rather not have to drop back to 2.78a which had worked...

From the 2.78b, it's necessary to recover them via the preferences of the Cycles addon.
You cant get it with

bpy.context.user_preferences.addon['cycles'].preferences.compute_device_type

And for the devices:

for card in bpy.context.user_preferences.addons['cycles'].preferences.devices:
    print(card.name)


Blender not Running using Nvidia Graphics But Run using Integrated Graphics It can be clearly seen in Image 1 that Blender is running in integrated Graphics but when i turn my settings to High Performance Nvidia Graphics i.e Nvidia 940MX, Blender stucks at the white screen and do not move further. i tried waiting for more than 20 minutes.
My Laptop model is HP- Pavilion 15-cc0xx with 4 GB dedicated Graphic card and 4GB integrated .. Kindly guide me..

i have the same laptop and have found i had exactly the same problem, and it was driving me nuts! but i'm pleased to say i've found a work around... its a bit hacky but it works, and it seems to be the only thing that does.

The laptop is delivered with both the intel UHD 620 graphics and also the geforce 940MX enabled. you need to disable the intel GPU in device manager, and this stops any conflicts between the two GPUs when launching blender.

First right click on the windows icon in the bottom left of your screen, and select the option for 'device manager'. In the new window that comes up, expand the tree at 'display adaptors'. you will see there are two graphics adaptors enabled, the intel adaptor, and the nvidia adaptor. right click on the intel adaptor and select 'disable device'.

Testing: be aware that although this works flawlessly for blender, there are other software packages that i have installed on my laptop which require both adaptors to be enabled, the intel adaptor only to be enabled, or the nvidia adaptor only to be enabled. also in some software i have found the CPU works twice as hard when the nvidia adaptor is being used. (I assume there are some efficiencies in having the GPU integrated with the intel CPU which you give up when you move to the nvidia adaptor).

In any case, its still a bit of a pain, but this should get you going with blender again. Hopefully various updates will address the issue in the fullness of time. in the meantime, just keep the above notes in mind should any of your other software packages stop working.


How do you write in a text box in the Game Engine within Blender? So when I was going to make a little game, I wanted the game's name, then created by Cool Guy (that's me!) underneath it, so I created a text box and tried to write in it, but it would not work. How do I write in the text box?

If it is a text object, you can Tab into edit mode and change the text value ahead of time. If you want to edit it realtime in you game please see the following steps:

Step 1

Switch your screen layout to "Game Logic" or open a Logic Editor window.

Now add the text object and position it where you want it.

Step 2

Under the logic properties for the Text object, click the special button that says "Add Text Game Property". A new string property called "Text" will appear, but alas! you cannot edit it directly. You need some game logic. Add a normal game property, set it to boolean, and give it a name you will remember. Now create a new Keyboard sensor, enable "All Keys" mode, and under the log toggle field, select your boolean property. Lastly, under the target field, select your property "Text".

Step 3

Profit. You now have a system where you can dynamically change a text objects lettering in game, but it will only happen when you enable the boolean property. i.e. if in a first person shooter, you could set it to toggle when keypress[right enter key] so you don get long string of "WWWASASAAWWWWWWWWWDD".

Hope this works for you. Happy blending.


Why does this sphere have an outline? I was just doing a render test of Andrew Price's PBR Metal shader and noticed that the sphere I was testing on has a black outline. Is there a reason for this? Is it a render setting, or something to do with the node tree? Obviously this is not what I'm actually rendering, but I'd hate to think such artifacts would slip into my eventual renders.

Just add a subdivision modifier to the sphere and the problem will be solved.It's caused due to low geometry.


Rotation with indicated degree Rotation with indicated degree

Basically I have two questions.
 Is it possible to manually specify the rotation step (For example: step = 5 °)
The option in which this value I need to set from the keyboard: Rotation + Y + 5 (45) is not considered.
May be for this purpose is there a special tab?
After reassigning hotkey combination "Ctrl + Rotate / Scale, etc." stopped working.

Now the "Ctrl" key works with the operation of "Edge Loop Select", and "Shift" with the "Pick Shortest Path"

Is there possible at such a hotkey combination to resume operation "Ctrl + Rotate"?

You may try to reassign the CTRL+R hotkey combination to other hotkey combination
Go to Blender user preferences > Input > search for rotation > and reassign to whatever key combination you want


Randomize the radius of a curve I have a curve object that includes several curves. I want to randomize the radius of each separate curve piece. Each point on the curve piece should have the same radius, but each piece has a different random radius.

Some control is necessary. I want to be able to set a minimum and maximum number for the radius.

Is there any existing methods or addons to do this? How about with python?

To do it manually, in edit mode use L to select linked points and adjust the radius property which will be applied to all selected points. The radius property can be found in the properties sidebar N.

Or you can automate it with python. A curve object can have multiple splines, each spline then has multiple points. Note that bezier curves and nurbs curves use different property names for the points. For bezier curves it is bezier_points while nurbs curves use points.

import bpy
import random

c_obj = bpy.data.objects['BezierCurve']

for s in c_obj.data.splines:
    spl_rad = random.random()
    # change to s.points for nurbs curves
    for p in s.bezier_points:
        p.radius = spl_rad


Blender stuck at 100% on the first frame of animation It renders, composites and saves the image just fine, but refuses to move to the next frame. GUI remains responsive.
It's a large scene (alembic animations, 7 million tris with hair on top of the meshes) and for some reason reducing the size of the scene solves the issue. I'm sure I'm not running out of RAM though, as I have 16Gb and Blender is using only 3Gb to render. Plus, like I said, it renders just fine it's just not moving to the next frame. CPU usage is at 100% when it gets stuck. I'm using the latest version.
Switching from Optix to CUDA seems to help, but it also gets stuck after 5 or 6 frames. It also takes 6 times longer so I'd rather not use that.
Specs:
Ryzen 5 3600
RTX 3070
16Gb RAM
250Gb SSD (100Gb free)
Scene specs:

[EDIT] Sadly I can't upload the .blend file as this project is for a client

You could try rendering without the GUI. I had found the following python script, which worked well, on the youtube channel of Chris P when I had crashes rendering animation nodes scenes :
import bpy

start_frame = 1

end_frame = 180

fps = 24

path = 'C:\'

for frame in range(start_frame, end_frame + 1):

    bpy.context.scene.render.fps = fps

bpy.context.scene.frame_current = frame

bpy.context.scene.render.filepath= path + '\\%04d.png' % frame

bpy.ops.render.render(write_still=True)

Just paste it in a new text file in the Blender text editor of the scene you want to render. Replace start_frame, end_frame, fps and path, then run the python script. Tell me if it worked :)


Modifying a rig made in Rigify clears the animations I am animating a quadruped and when I had the feet, body and head ready.
I started doing the tail. At this point I noticed that I was missing more bones for it to deform well.
So I went to my meta rig, I added more subdivisions and generated the rig again, but all the keys of what I had animated were deleted.
Is there a solution to add bones without destroying the animation already made?
I made sure to put overwrite in the rigify options, but it didn't work either.
I am using blender 2.92
Thanks!

If you regenerate the rig, it generates a new one and replace the previous. But animation data stored separately in Data blocks. So what you need to do:
Open Dope sheet and change its type to Action editor. In the center of the header you will see the data block:

Press Shield icon to make sure, that block will not be removed. And keep in mind the name of it.
Then regenerate the rig and address to action editor again. You will see something like this:

Click on this icon and browse your data block here. Once you are done the animation will be restored.

When you will get familiar with data blocks, you will be able to transfer animations between files and rigs, store different animations for the same rig and mix them together in NLA editor!


Blender 2.81 Eevee lights clipping through objects when using volume shader I want to use Eevee to render my animation in Blender 2.81. The animation involves lights behind/inside objects with one side open.
When I add a cube to the scene with a Principled Volume shader in order to see the lights, the light cone can be seen through the box.
This is not a problem in Cycles, but due to the increased render-time and noise in Cycles, I'd like to render my animation in Eeve.
Any help is appreciated.

Eevee:

Cycles:

This is the cube/light:

Seems like Eevee sometimes really has some troubles with volumetric lighting. As they say here: https://developer.blender.org/T71208

I think this was a side effect of a previous bug (in 2.80). basically, the volumes were all shifted 1 voxel further from the camera. This was fixed but now this light leaking is just a side effect of the volume texture being low res.
There is little we can do to fix it. The workaround is to give more precision to the volume (increase samples in volumetric settings) and the shadow maps.

this is a sort of precision error.
This probably won't be fixed anytime soon.
Unless a new groundbreaking volumetric lighting approach is discovered, which is... quite unlikely? You can attempt to alleviate this by making the volumetric lighting texture more fine. This will however use more VRAM so be careful

I hope it will help.
These few quite similar cases may be helpful too:

https://developer.blender.org/T61654
https://blenderartists.org/t/why-spot-light-coming-throught-the-mesh/1227943
EEVEE 2.8 : the light goes through the egdes of a simple cube?


Align Empty to center of face (2.8) I try to snap a Empty to a face.
I turned snapping on with the following settings:

Here is a video of what is happening (including holding the control key)

How can I snap a empty to the center of a surface?

I'd use the 3d Cursor, that's a pretty good use case and only takes 2 seconds.  Select all relevant polygons, press ShiftS, choose Cursor to Selected and create your Empty (ShiftA...).


How do I rig a BB-8 robot? I have made a BB-8 robot from the new Star Wars: The Force Awakens movie, now I want to rig it so the head will stay on top when I move the body.

Here is some reference footage of what it looks like moving.

How can I create the lag in the head moment seen when the robot starts or stops?

Further more, how can I make the body rotate when I simply move it?

The basic key to getting the head to react to the motion of the body is using the Slow Parent function. Similar results can be achieved with soft body or cloth sim, however, this method has the advantage of no simulation baking.

The slow parent function is then used the drive the rotation of the head around the center of the body, so that acceleration causes the head to "lag" behind the body.

Setup

First we will set up the rotation of the ball based on location. Start with the ball, next, add an empty. This  will be the control for your droid. I chose the type of circle, and rotated it by 90 degrees along the X axis, and set the display size to 1.1, to create something that looks like a belt:

Next, I named it Ctrl (name your emtpies now, or you will become hopelessly confused).

We want our ball to be at the location of our control object. We could parent it, but that might cause conflict over the rotation later. Instead we will use a copy location constraint, with the object set to Ctrl. leave all other settings as they stand.

In order to have the ball rotate correctly, we will need two drivers, linked to the X and Y location of the control object respectively.

To add a driver, select the ball, and go into the object properties. In the X and Y rotation boxes, enter a pound sign (#).

Next, enter the graph editor, it is time to setup some drivers! Switch to driver mode:

Starting with the X Euler Rotation, we need to add a variable, var. Use single property, and set the object to Ctrl (aren't you glad we named it :D). Into the data bath box, enter location[1]. This will get the Y location of our droid. Set the expression to -var.

Repeat for the Y Euler Rotation, except use location[0] in the data path.
 and var (not negative) for the expression this time.

Our rotation is now set up, but lets quickly look back to the expression we used, -var. This might not seem logical at first, since you'd think we'd need to multiply be π and some number of degrees etc; however, we aren't working with degrees we are working with radians. 1 Radian is equal to a turn such that the each point on the circumference of the is moved along by a distance equal to the radius of the circle in the direction of rotation. Basically, if our droid has a radius of 1, it will turn 180 degrees when we travel π radius. So, when our droid moves π units, it will rotate by 180 degrees, which is the correct rotation. Note the actual expression should be -var * 1 since it is location * radius in blender units. If your droid has a radius other then one, be sure the put the multiplication in there.

After writing this, I did a couple tests, and I am now convinced that the above method of driving rotation produces incorrect results. I am still searching for a definitive answer to this, at least the above method has the benefit of producing reasonably convincing results, so it is being left in.

Now, its on to the head. This is where the slow parent comes back in. For this portion, we will need three new empties all added at the origin. Name these "Drag", "Face", and "Point".

We'll deal with drag first. It needs to be parented to Ctrl, but with slow parent under relation extras checked. The offset will control the amount of forward motion the head has when the droid moves. I liked a value of 1.8, but set it to whatever looks right for you.

Drag now, as it name implies, drags behind the droid. We can use this to drive the position of the head.

Lets work on "face" next. This empty should face drag, hence the name. To do this, we need to use a track to constraint. Add a track to constraint and set the target to drag, that is all that needs to be done. leave the other settings at default. Finally, add a copy location constraint to face, set to Ctrl, like the one we used on the sphere earlier.

Finally it is time to work with "Point". Point works by pointing to the location of the center of the head. when the head is parented to point, it will move to this location on the outside of the sphere. The set up for point consists of two constraints and a driver.

The first constraint is yet another copy location set to Ctrl, like we had earlier. With "Face" and the droid body. The second constraint is a copy rotation constraint, which should have the target set to "Face: and only the X axis checked:

Finally, we need to set up a driver that uses "Drag" to animate the position of the head. In the X rotation property of "Point" add a driver by entering the pound sign (#), and proceed into the graph editor.

Add anther variable, but this time set it from Single Property to Distance and select the Ctrl and Drag objects. Finally, enter var into the expression.

Last but not least, parent BB8's Head to the "Point" object.

Lets watch our droid roll!

Note: The head may act strangely while you position the droid or jump to a different position in the timeline. However, when you play back a completed animation, it should act normally.


Can't see shading in 3d view Everything shows up in render. (using blender 2.70a)

But in 3d view only the mesh shows, switching between wireframe & solid only shows wireframe (or the option we get to change with "Z" key)

with wireframe viewport toggled

with solid viewport toggled

Only changing "maximum draw type" to solid or textured shows white shading but not the orange color I gave in materials.

New cubes show shading though.

I guess you expected the solid or textured mode not to be rendered partially transparent, This is because you're in Edit Mode and have toggled the Limit selection to visible option:


Blender game engine camera My problem is setting up a camera in the game engine.
I wanted 4 camera views instead of one.
Front, Back, eyes view and side view; Something like minecraft game.
It will be very helpful if you can give me a tutorial of it.
Please include how to change camera view; for example, pressing f1 = front view , f2 = eyes view.

When I try to set my camera on eyes view I want the camera to see my hand when I walk or run, but the character body is blocking the view. Is there anyway to solve this or make the camera look through the body?

Your question covers a lot of ground.
For starters, I recommend you set up 4 separate cameras. This is easier than having your camera move to the different desired positions.

switching between cameras requires a spot of code (at least the way I've done it.)
however if you wish to display your separate views simultaneously, a tutorial to check into is https://www.youtube.com/watch?v=-TtTBGSOii4.

as far as seeing through your own head: make sure your render settings are set to 'Blender Game' and turn to the material properties of your object. Click the check mark next to Backface culling. This should allow you to view the world though your own head.


Blender 2.82a sculpt brush cursor shape not fixed I just updated to 2.82a and it looks like the sculpt brush cursor shape changes with the plane. How do I change this behaviour so the cursor stays in a fixed circle shape? See below.

I figured it out. The falloff shape option under the falloff menu should be set to project. This makes the cursor stay a circle no matter the plane.


How To Make A Board Game Piece With Vector Displacement My final outcome will be a flat plane with a displaced board game piece that I can move around. I started by making a cylinder come out of the plane.

Then I wanted to use RGB curves to shape a board game piece.
I tried for a while to turn this all into a vector I could use, but I just don't know how.

I'm using this less than and clamped add to make the plane under the cylinder full white so it doesn't change with the base of the game piece
P.S. I've tried putting my final b&w texture into the x and y sockets on a Combine XYZ node, and I've tried doing that but multiplying the combine to the vector I'm working from, every solution I've conceived always makes a cone shape, despite the RGB curve shape. I had some weird problems like this on another project where the outcome is pretty much not related at all to the nodes

Looking at the second screenshot it seems like the RGB curves only contribute to the Viewer Node, they are not in any way connected to the Displacement Output Socket.


How to Gamma Cross of Multiple Strips? I have a Text Strip, an Image Strip and a Transform Strip of the image – so in total three strips. They are all of the same length. I want to apply a Fade-In to them, hence I add a Color Strip of the same length and then add a Gamma Cross by selecting all the strips sequentially.

But it doesn't work, either the image or the text layer is unaffected depending on the selection sequence. I also tried adding more than one Color Strip and Gamma Cross of the same length for text and image separately. It still doesn't work.

This is a genuine scenario. Please suggest possibilities to achieve the same.

Thanks.

I realize this is ancient but I'm replying anyway because I had the same problem and figured out a solution.

Instead of making a gamma cross of multiple strips, just make two different gamma crosses, one for your text layer + color strip, one for your image layer + color strip. Worked great for me!

Best of luck!

MalcolmRoseGM

Edit: I've been asked to include a screenshot. Here is what my example looks like:

So basically this whole contraption makes an outro where I have some text on the screen ("continued in part x"), a little demon guy who rotates, then both the text and the demon guy fade out and a short outro video plays. What we're concerned with is the fadeout.

Please note in the picture that I've first made a gamma cross with the "part2.0" strip + the black color bar, then I made another gammacross with "Transform.002" strip and the black color bar. The first is the image file that contains the text on a transparent background, the second is an image file which contains the demon image (the transform strip is only necessary because I wanted to offset it to the left. I assume you are doing something similar).

This entire effect probably could have instead been done with one gamma cross if I had just, say, combined the images in an image editor but I didn't want to do that since I was already doing transformations and things. Again, I assume you are doing something similar!

The end result looks like the outro at the end of this video: https://www.youtube.com/watch?v=GJFsKE2jqYU&t=1h54m50s

Hope this helps!


Exporting a UV Mesh from an Existing Model Fairly new to Blender so I have a straightforward question.

I have created a fern which I will be exporting into Unreal Engine. I created the fern texture inside of blender using 2 images - one for each leaf and one for the end leaf (end cap onto an array).

I am now at the point where I am moving my model across and I need both the mesh and UV map. The mesh is simple enough (exporting as fbx) but is there a way to export the texture currently on my model? If not, what is the best way forward?

On a side note, unwrapping the mesh turns the entire fern white (removing the texture?).

Images below and I can upload the file if needed.

Thanks,

UV coordinates will be exported with most 3D formats like FBX, or OBJ so you do not need to worry about this usually. You will only need to recreate the materials for the objects in the different rendering environment. You will need to copy the actual texture files together with the exported model and then point the new materials to the texture files while creating them in Unreal Engine.


Transparent material showing as black when unselected I have two objects that have the same transparent material. One object looks fine no matter what, the other only looks transparent when it is selected (that is the only thing I'm changing, pressing 'a'). Any ideas why this is happening?

I've tried moving the light around and changing Shading to GLSL and flipping the normals (in edit mode ctrl-F).

 (disclaimer: this is a nude female character)

Selected:

Deselected:

answer source

Go to the object panel in the properties and check Transparency in Display tab for all object you want to see transparent. make sure that you have the correct object selected.


Setting up a rooftile system with controllers I'd like to make a reusable rooftile system very similar to the one below, but I don't know how you can make those kind of controllers which affect modifiers and rotation (well, I assume that's what it does).

(found it here: http://visperfect.com/en/model?&id=61&cid=50)

Cany anyone point me in the right direction? Thanks!

Though I'm not an expert, I tried for fun a (very) simple driver setup that you could try to adapt-

I created two shapes roughly resembling yours above, here shown with two different materials to help visualization.

(Note that I locked all "manual" rotation and location transform for those shapes, because I wished to hide the transform tools when they were selected!)

the top brown cylindrical has an array that allows for X replication (fixed count), and has a driver using the X location of a "controlling" mesh (a blue cube, named cube.001, here hidden in another layer)

the side yellow square shape had two array modifiers, allowing replication (fixed count) on its X and Y local axis, with a driver for each (always to the blue controlling cube, on its X and Z), and also a driver that allows for the rotation on its X, based on the X rotation (limited by constraints) of the blue cube.

You can add those drivers right clicking on the "count" property, and choosing this menu voice:

You'll find (for a selected object) this new driver settings in the "graph" editor, selecting "drivers" mode, instead of the default "f-curve"

Here is the overall setup:

Now, revealing the blue cube (separate layer) allows for "roof tiles" editing: the cube is in  its initial position

grabbing it along its X, allows for the roof X "expansion"

then, grabbing the blue cube down on its Z, expands the roof tiles on their Y direction:

and finally, rotating the blue cube on its X axis allows the roof tile to rotate in the same way, as needed:

here is an animation showing how it works, and how you can reset it using clear location (altG) and clear rotation (altG)

and here is the file I used (just a simple example)

Note: drivers need to automatically run python scripts, so you need to load the file using the "trusted source"


Weight Painting is not working There is another issue. (There is alway an obstacle daily.haha)

This time is Weight Paint. And I have no problems painting on other objects, this is the only object that has issues.

Problems are:

When I paint, it only affects the corner of the box. and it does not read this vertex group. Is it because there are no vertices on this face, it only paints on the vertex?
It paints through the box, it should be only on one side of the box. The box has Solidary and Subdivision and paper material.
How could I prevent the sprinkles from passing through the box?
Thanks for your time to review and help me out! :D

Weight painting gives a strength value to a vertex or to some vertices, it determines the level of influence a group has on this vertex or on those vertices. If there is no vertex it can't paint.

You say that it paints through the object. Maybe you've given your object a Solidify modifier (is it what you mean when you talk about Solidary)? In that case apply the modifier. The other possibility is that you've enabled the 2D Falloff option, deactivate it in the N panel > Tool > Brush > Options.

You don't say anything about these sprinkles and you don't explain what you mean by "passing through the box"... If they are Particles > Hair objects and if you want them to appear only on some parts of the box you need to create a vertex group and select it in the Particles panel > Vertex Groups > Density. If they are Particles > Emitter, maybe you need to choose Faces instead of Volume in the Particles panel > Emission > Source > Emit From.


Dark Blobs in Edit Mode When Zoomed Out Fresh cube mesh was added, and shaped into a rectangular shape. Dark blobs appear to be showing when the mesh is selected in edit mode, zoomed in enough, and with the subdivision view to 2.

When object mode is selected the blobs disappear and the mesh appears normal.

Also, when zooming out enough, the dark blobs begin to disappear.

Is this a graphical glitch, or is this a problem with the mesh itself? The mesh is very new, just pulled faces and extruded 2-3 times. Thanks!

It's perfectly ok.

You are seeing it because mesh after using Subdivision Surface modifier cross boundaries of your low poly model and those have color with very low opacity but still visible.

Also they are dark because of your selected Blender theme which is if I'm not wrong 'Graph'.

If you don't like this appearance you can always switch to different theme.


How to manipulate the value of y in the actuator motion via python? I am trying to manipulate the y value of the "Motion" actuator using python.

Example

from bge import logic

walk = cont.actuators['Motion']
walk.y = some_value

Of course this does not work and was just an example I would like to know of a way to make it work.

import bge
cont = bge.logic.getCurrentController()
cont.actuators["Motion"].dLoc = (0, 0.1, 0)
cont.activate(cont.actuators["Motion"])

There are 3 important things you are missing.

A link to the python API which tells you what all the field names are https://docs.blender.org/api/2.79/bge.types.KX_ObjectActuator.html?highlight=actuator#bge.types.KX_ObjectActuator.dLoc
Setting the entire Vector instead of just 1 channel
Activate the actuator afterwards (you can also deactivate it by replacing "activate" with "deactivate")


Second Paint Slot Not Showing Details in Texture Mode Hoping someone can help!

I'm quite new to blender, so I apologize if my terminology isn't quite accurate.

I'm working on a character model.
I'm using blender render.
I've just finished unwrapping everything, and have laid down a base color layer in my paint slots. This all worked fine.

I've added a second Paint slot and turned the alpha down to zero, essentially using this one as the "detail" painting. But nothing I do on this second layer can be seen in my viewport.

I'm in texture mode. I have a Hemi light in my scene. I'm following Darrin Lile's tutorial:
https://www.youtube.com/watch?v=yHTakjMTVWQ

I don't understand what I'm doing wrong. Any suggestions?

See Screenshot below

Changing around the order of the paint slots in the texture tab is what solved my problem. I had them backwards. I put my base layer at the top, and my detail layer 2nd and it's working fine now!


How to render in blender with compositing I have started using blender for a couple of weeks now and I got familiar with the compositing interface. The problem is if I change the color from, lets say, gray to red through compositing it will still render as grey. How do I fix it so that it will composite?

I would check 2 things first:

Do you have the Compositing checkbox in the Post Processing panel under Render settings checked? If not the render process will bypass the compositor.

Do you have your compositing nodetree connected to the Composite node? If you only have the Viewer node hooked up you won't see the effects of your composite.


Add Meshes like in 3ds Max How can I create objects like in 3ds Max?  Like creating a cube, the first click and drag defining the start of the cube, the release of the drag giving the size of the base and the third click giving the height.  I prefur this over just being given a default size cube.

You cannot.
Blender is different software, it does not work identically to other 3d packages. It might not be very reasonable to expect it to.
What you could do is set the pivot point to cursor and use the scale cage tool:

Or you could set the transform pivot to 3d cursor and scale after setting the cursor to cube's sides with s operator that might be more convenient for using numeric keyboard input in operation because you don't need to hold the mouse down:


How to render camera view-invariant surface Normal maps in Blender? I wonder how I can render camera-view invariant surface Normal maps in Blender (ideally, through Blender's Python API)? Maybe as the first step, can someone explain how one can obtain surface Normals? My goal is actually to get surface Normal maps that are not dependent on the camera angle. How can I do that?

I have tried two methods but cannot get the kind of results I expect: 1- I can only see the surface Normal maps by pressing N and then clicking on Matcap and selecting the Normal ball as shown below. But I cannot use this method to get renderings.

2- I followed what @Bruno's suggested in his response too. Although the rendering problem seems to be solved, but I still am not able to get camera view-invariant renderings of surface Normal maps as can be seen below:

And here you can find the corresponding .blend file.

This seems to work only in Cycles, not Blender Internal.

Simply enable Normal pass in your render layer. That'll produce the "invariant" normal map along side the combined rendering.


Video Sequence Editor clips I am wondering if Blenders Video Sequence Editor has the concept of clips, that I can temporarily store.

For example:

First I would take a video clip from file explorer and drag into the edit strip view.
Then I would take the strip and make a bunch of hard cuts that would result in a bunch of new smaller clips. Could I then take those smaller cut clips from the edit strip and store them somewhere in the project without having to export or anything. So I could take any particular clip and decide I want that here or here...

Hope my explanation made sense.

Unfortunatelly I never figured out such a function..

this is my solution to the problem:

group all your imported videos into a metastrip on layer 1 with CTRL + G and access them selecting the strip and tapping TAB

have your cuts into the metastrip

copy your desired clips from the metastrip CTRL + C exit the metalevel unselecting everything and tapping TAB so paste wherever you want with CTRL + V. I suggest you to keep the 1st layer hidden, so the "metatemp" (i will call It this way) will stay metatemp and not visible on the preview area.

repeat these operations from step 2 any time you need.


blend one color into another I am made a flower with five petals which is one object. I want the inside center of the flower colored white then fade to a light pink on the outside petals. I can do some of the basics with the nodes but not sure how to mix two RGB to blend from the inside to the outside. As you can see I did have a start with the nodes but don't know how to make it all work. Thanks

UV unwrap your mesh as Project from view (I did it from top view).
To put gradient in center, use a gradient texture node, add Mapping node and modify X,Y coordinates. You can use ColorRamp node for better control of color blending.


Is it possible to render animations on server, with input from other server, changing the animation? I have an animation, which needs to be altered using data from another server. And i then need to send it to a render farm. The animation contains armature with IK rig, which needs to move dependent on the data from the other server.

I want to know, if it is possible.

The short answer is yes. How you do it will depend on what you have access to.

You should start by creating a script that can get the data from another machine, then move the armature with that data and send the job off to the farm. Python's urllib could be used to request data from another machine.

When you get stuck along the way, ask a more specific question. The first part of transferring data will be python specific and probably better asked on stackoverflow, once you get to blender specific tasks ask here.


How do I precisely specify the parameters to the Bend tool? I want to use the bend tool to bend something to a specified angle and radius, but there's no adjustments box that appears afterwards. I've tried typing while the tool is active, but this just seems to specify the angle, not the radius or clamp.

This tool isn't as well documented as other tools, and indeed does not call a box to adjust the last operation.
The blender manual is like "yeah, it kinda works like this, just mess with it".
https://docs.blender.org/manual/en/2.80/modeling/meshes/editing/transform/bend.html
I recommend building the initial mesh with the Spin tool, to gain some control over the parameters.  It basically does a segmented extrude over an arc.
https://docs.blender.org/manual/en/latest/modeling/meshes/tools/spin.html


Makehuman 1.1.1 use mhx2 no rigify on export? I see new features in Makehuman 1.1.1 using mhx2
only has export options with just Poses

Where can i use rigify as previous version ?

i don't see any rigify or FK/IK in blender

While importing there is a override exported data, check that and in that column at bottom you'll see rig type ,in that you can choose either exported rigify or exported MHX and be sure to enable autorun python scripts in user preferences.


How can I model this twisted arrangement of cubes? How can I model this handle?

I'm stuck on the cubes. I've tried an array modified + simple deform twist, but that's not quite right:

I think the cubes need to be arranged along the curve and only slightly skewed.

Particles or Manual Edit

Consider using a Particle System on a helix strip mesh created by Simple Deform Twist modifier.  Particles would be a group of objects which are cubes with random variation of shape.  Use Initial Orientation Normal with some small Random Value as depicted above.  No Array Modifier.

If you have just a few cubes you could
Press the [Convert] button to make duplicates real
and give each a rotation by hand.

The imperfect cubes are in a group and you can see a rotation of one in edit mode.

You may wish to state if you want to keep the varIations in cube shape and rotation.

The image above show 2 examples of orientation.

Full Coverage.  Placing a single particle on each face in the Helix Mesh.

[Emission Number] = (face count + 1). Goal 1 particle per face. Close to meeting goal. Result is 2 particles in same position on top. I have never investigated if this is declared a defect. (I have never investigated fully.) If you are going to [Convert make real] this problem may lessen, since you can delete. [Particles/Face=1].  A Hidden Portion of curve may be a bearable near solution.  You can see the two different colored particles on top.  When you increment and decrement Emission Number you can see this (interesting) situation.


How to make use of a cubemap in Blender Cycles I have a cubemap I got from somewhere that I want to use as a skybox for a scene, but it seems that there are no options in the World context to set it as the texture surrounding everything. "Image Texture" for Background color only gives me a single color across the scene that (I'm guessing) is the average of the colors in the texture, and "Environment Texture" doesn't allow for cube-based projection. How would I go about utilizing the texture I've gotten?

You could just UV unwrap a Cube object, map the texture to the inside faces and then scale it up large enough to contain your scene. Should work just fine.


Apply modifiers in all objects at once Let's say I have LEGO model in Blender containing 1000 bricks (objects) and every single one has its own modifiers - is there a way how to apply all of them (well, I mean those objects that are selected) at once, so that I would not need to go manually all of those 1000 objects one by one?
Possibly rather in a form of simple addon instead of script so one could just click a single button everytime he needs?

Nearly this answer.
For all modifiers you can run this script that will apply them all:
import bpy

for ob in bpy.context.selected_objects:
    bpy.context.view_layer.objects.active = ob
    for name in [m.name for m in ob.modifiers]:
        bpy.ops.object.modifier_apply( modifier = name )

To run the script:
open a text editor, create a new text, paste the code above, select the wanted objects, and use the button indicated in the picture below:

If you want to apply modifier that are visible in viewport only, use this:
import bpy

for ob in bpy.context.selected_objects:
    bpy.context.view_layer.objects.active = ob
    for name in [m.name for m in ob.modifiers]:
        modifier = ob.modifiers[name]
        if modifier.show_viewport:
            bpy.ops.object.modifier_apply( modifier = name )


Create walls from a plane? I have a plane, as you can see below, that I would like to be the floor of a building.

How would I quickly create walls from all of the edges?

In edge select mode (CtrlTab>Edge), select all the outer edges and press EZ to extrude along the Z axis:

In the above gif I used the new boundary edge selection tool, which is currently only available in the latest development builds (it will be in 2.71).
If you are using an older version, you can select the boundary edges like so:

Enter edit mode (Tab)

Select all (A)

Press 3D view > Header > Select > Select Boundary Loop:


Drawing Curves with Grease Pencil Is there a way to draw perfect curves with grease pencil the same way i do with the bezer/path curve?

I know that you can smooth a GP drawing, but it would be good to do it the same way of the "poly" mode, where you draw straigth lines countinuosly.

Any ideas?

Thanks.

That is not possible. The Poly Mode of Grease Pencil drawing is for drawing polygons only. Hence no subdivision (or smoothing) will happen on those grease pencil strokes.


Not getting similar shape in edit and object mode Im not getting similar shape to my model. When im in object mode look that the end is connected and when i go in edit mode its far away from the end to join. Whats going wrong with my model. i have remove doubles also yet not get a success. Any solution

have you hid any geometry using the hide function in editmode (H-Key). If so unhide the geometry using ALT-H in edit-mode.


Invisible faces problem in Game Blender Engine How to fix the error shown on screeshots ? Thank you for your answers.

This is most likely the result of flipped faces, resulting in this:

One way to fix this is to disable backface culling like so:

Or you could simply recalculate/flip normals of the faces:

Hope this helps.