Why settings for IK-Constraint are different for mirrored bones? Please, explain me what is going on here. IK for arms is good, but legs give me headache.

You can switch between Rest and Pose modes to see the problem appears. Changing Pole Angle to 180 deg for Leg.R solves the issue, but hey why Arms work without this tweaking and Legs are not?

One big influence on this issue is bone roll. You can check the roll of a bone by selecting it in edit mode, pressing "N" to open the shelf and looking under "Transform."

If your pole target bones (knee bones) don't have the same roll as your leg bones, it can get wonky. You can reset the roll of your bones by selecting them and pressing CTRL+N . Recalculating along the global Z axis can work well in this case.


My mesh is not rendering, but my particle system is. How do I make it all visible in during a render? When I added a particle system to an object it made the rest of the mesh it was attached to not appear when rendered. However, it is viable in the viewport.
I have made sure that the eye and camera icons are checked. I have also checked to make sure that the rendered layers node is attached to the composite node.

By default Blender does have the particle emitter enabled for rendering, though perhaps you have turned it off?

It would be helpful in answering the question if you could provide a .blend that shows the issue. Blender is quite complex and guessing based on a description is not always easy.


Screw modifier not following spiral curve My screw modifier is not following spiral curve the way I want it to. Im using Curve Spirals > Archemedian (from the extra curve addons).
I can best explain it with an image.

I do not want it to make itself thinner and fatter periodically, but cannot find a solution.
Thanks for helping.
EDIT: File for anyone that wants it:

The problem is caused by the mesh and the curve not having the same origin.
Once the objects are aligned, the spiral has constant width.

One way to make the objects share the origin is:

Select the curve, press Shift+S and choose “Cursor to Selection”
Select the mesh, press Shift+S, choose “Selection to Cursor”

Kudos to David for finding the solution for an answer to a similar question


How to add Wear & Tear effect in a Texture I just need help to make my scene look like the scene in DYING LIGHT Game at least similar. the wear-and-tear look is somewhat missing, I'm a beginner in blender so i really don't know how to achieve this look, not really sure if its texture painting etc.i circled it red.

blood stains
crack in the wall
tear in the sofa
bulb wires and ivy (kindly disregard this, i'll search for this in YouTube instead but if you know one kindly pass on the link)

Thank you so much

Wear and tear detail on the surfaces of the models can be painted in using bump maps that are either imported or created using Blender's Texture Paint tools. Procedural textures also work well for this.

Start with a grayscale image(set to non-color) and connect this to Displacement socket of the Cycles Material output node.

The bump map node does not currently work for baking normal maps in Cycles.  Only use the displacement socket for now when baking.

Next, bake the texture so it can be used in the game engine this is supposed to be for(I'm making an assumption that this is what you are doing ;) Be sure to select the texture node that is being baked to so that the baker tool accesses the proper texture.  It should be active in the editor.

Now test the results by plugging the normal map into the shaders' normal socket.

You can bake normal maps using either Blender Render(Internal) or Cycles.  For many situations the results should be identical.

With Cycles, there is the additional option of using a custom defined cage when working with difficult geometry.


Extruding outward from center point to create the Bottle Cap Grip I have a bottle cap that I wanted to create the look of a grip by selecting every few other faces (having used the Select/Checker Deselect option to do that) as seen in the pic below. Now I'm stumped on how to extrude those faces outward from the center. Even better would be a way to round the edges slightly at the same time.

Extrusion:

Way 1:
Select the faces, hit "e". Rightclick immediatly afterwards (that creates the extrusion but doesn't move it). Then hit "s" and "shift z" and move the mouse to scale them outwards.

Way 2:
Hit "i". Move the mouse to scale the new faces the same size as the original one. Now press & hold "ctrl" and move the mouse.

Further adjustment (optional)
Set "individual origins" and hit "s" to scale them smaller
Bevel
Hit "ctrl + b" to bevel them, use mouse drag + mouse wheel to adjust number of steps (roundness) and shape.


Weight paint brush does nothing to my mesh For some reason, my weight paintbrush doesn't do anything. I am using Rigify, the free Blender addon to create a rig. I used automatic weights and then go from there. I tried to weigh paint it but even though my brush is at 100% it doesn't have any effect on any part of the mesh. It won't turn the blue to red and vice versa. I am sure it's not the addon itself as it just creates the rigs, plus it's a pretty common addon. Thanks in advance

It seems that you have 'Vertex selection masking for painting' ON.

Either turn that OFF or go to edit mode to select some vertices.

I hope this helps


Displacement modifier texture not matching color texture I'm trying out the displacement modifier for bump mapping, and I'm stuck with a problem. The displacement texture doesn't matches my color texture, and I can't find a way to resize it too.
Here's how it is looking like:

I'm having troubles resizing it too. I've tried resizing the UV Map, but it only changes the color texture:

Technically I could resize them with the mapping controls, but they use different units so I would have to tinker it by eye.

So how do I get the displacement texture to match the color texture position and size? They were generated on CrazyBump, by the way, so they're not different sizes or anything.

You need to set the displacement modifier to use the UV map:

To change the size, simply scale the UV map up or down, by going into the UV editor and hitting S.


Is it possible to animate a transformation that go from an object to another? Hi!
I'm trying to do an animation where these glass plates will have to pass between the left form and the right form, so I was wondering if it is possible to animate directly this kind of transformation or to animate the curve modifiers that I used to create the left one. I search for a way to do so, but I didn't find it. If an extension is required, I don't mind to install it, I personally work with sensei format.
Thank you!

Finally, I found a pretty intuitive solution: I used shape keys on the paths I used to do my curve. So thank you all, you made me think about shape keys and I have now exactly what I wanted!


Render times changing over course of render I started rendering an animation in cycles in the late after noon than went to bed with it rendering rendering at around 25 sec per frame (when tested at what should of been the most labor intensive frame) and it had 1718 frames. When you do the math this should take around 12 hours to render. When I got up in the morning 16 hours had passed and it was rendering at around 30 sec a frame. At 30 sec a frame it should only take around 14 hours but it was at 16 and was still not done (it was really close though). I’m freaking out thinking my pc over heated or something especially bc it felt slightly warm to the touch over the tempered glass closest to the cpu. Please help!

Render times are different for each frame, depending on the complexity of the content.

Any change inside the scene and within the image has to be computed separately.

Estimated rendering times are never accurate for the same reason, you can have a relatively simple scene to render at the beginning of the shot, and then have an explosion with particles and all kinds of complications or motion blur, those will take longer (sometimes much, much longer) to render.

3D Rendering is quite demanding in terms of resources and will push any computer. When computers get hot they go into a slower speed in order to protect the hardware. If the hardware reaches a critical temperature it will fail and shut down. If you experience abnormal heat and the computer is "throttling"  you need to invest in some kind of cooling system.


Why the blender browser plugin is not updated? You can create blender games and make it run on browsers using Blender Browser Plugin. Just wanted to know why the browser plugin is not maintained? If it is available, it will make a huge platform for developers.

As an alternative.  You can also have a look at blend4web which can directly export to an HTML file and since it uses WebGL, no browser plugin is needed.   It can also export to a more programmer oriented format for use with some of their other tools.

So far as I know, it is not yet capable of using BGE logic bricks however b4w is being updated regularly and can already be used to make really nice looking browser games.  There is also a lot of documentation available so getting started should not be too difficult.

https://www.blend4web.com/en/

Here is a BA.org thread that is currently being maintained by an employee of blend4web  http://blenderartists.org/forum/showthread.php?333214-Blend4Web-a-3D-web-framework-for-Blender-artists


why adding sub surface getting this result i have a simple extrude geometry The mark in red is the sub surface added and without red mark is the original mesh. After adding sub surface to it and im getting odd result. I have remove doubles normals are fix whats the problem. The mesh are united at center. Any solution

The top and bottom faces of your mesh are single Ngons.

Change them to quads and the subsurf works as expected.


how can i create a grainy rough plastic material in blender, just like one on MI TV Remote I am creating a tv remote and for that, I am looking for material just like MI tv remote.

It looks like basically, for plastic, you need to mix a Diffuse with a Glossy.

To make it more realistic, use a Fresnel in the Factor of your Mix Shader so that the light will enlight the contour of your object a bit. You can also add a second mix to add a Translucent shader so that the light plays a bit more naturally with the object thickness.

Your object also have a grainy surface, so you need to add some noise: Use a Noise Texture that you plug into a Bump node that you plug into your shaders Normal sockets. As the details are very small, choose a high Scale in the Noise Texture.


Game character UV map with Alpha Eyelashes I am trying to add hair and eyelashes to my game character using transparency (Alphas).
I was able to add eyelashes to the planes but I don't know how to make it work so that the eyelashes (and later the hair as well ) are on the same UV map as the rest of the character. When I UV mapped the rest of the body and then scaled the planes for the lashes smaller it obviously didn't show up anymore.
Should the eyelash image be already scaled to the left bottom corner (is is possible to do it in Blender or should I do it in Photoshop)?
If I want to bake the textures can the Alpha even be on the same color map or should the hair and eyelashes be separate? Can I bake everything together?

Ok, I guess I got it. Just have to make a new texture file and placing it where the eyelashes on the UV map are located.
I haven't baked it yet but I guess it will work.


BGE: Having trouble with getting my character to turn properly My current logic brick set up for my character

So Im trying to learn the BGE by making a side-scrolling platformer game, and my character is fully animated and i have it set up to move with in the logic editor . moving forward being "D" and moving backward being "A". And with these controls my character walks backwards, with out turning around. So i want him to turn around when I pick "A". I accomplished this by setting it up were when I pick "A" it walks backwards and turns 180 degrees. But the problem with this is it stays at the 180 so my "D" would move in the same direction as my "A". I would have to pick "A" again to put my character in the position were "D" would move him forward. So is there a way to make him turn 180 degrees when pressing "D" only when "A" has been pressed. Or maybe a even better way of doing it than the way i did it. Thanks I hope I explained it well enough.

After much troubleshooting I found that making my character turn 180 degrees was a bad way in turning so is used the edit object actuator, and used the track to object feature.

I hope this helps anyone that gets stuck with the same problem


How to scale the rendered image in composition? In order to get rid of noise, I'm rendering using 200% for render Resolution, 512 Render Samples, so I can decrease the size later in Photoshop by 50%, to make anti-aliasing, my question is: Is there a way to do that in Composite, so the final image will be scaled and anti-aliased?

Yes, Blender can scale in the compositor using the Scale nodes seen below. Pipe the image into a Scale node, then from the Scale node into a Composite output node. If you have "Compositing" checked on in the Rendering tab of the Properties pane, then each frame will be modified and then saved out as usual.

You can also use a File Output node to save out different files in addition to the final Composite, if you want.

Note that in Absolute Mode for the Scale node, you need to input the final image size you're after, not a ratio, so if you want a full HD, you should input 1920 for X, 1080 for Y.


How to import FBX animation to Blender? Can someone tell me if there is a foolpoof method for importing an animated FBX from 3DS Max to Blender? I have successfully imported several animated FBXs but there a some files which throw errors that I do not understand.

I'm exporting from Max 2017 using the same settings for all (fbx 2017). Upon import I get this error:
The rig and skin weight are imported but no animation (no keyframes).  Can someone please help or give me a pointer as to what might be breaking?

Ok, I have answered my own question - looks like you need to make sure you only import one Mesh object. So if your character uses multiple meshes, you need to combine them. Bad news if you are trying to import multiple meshes with blend shapes/ morph targets!


Render yellow colored object as blue (design oriented question) So I've got this dune I want to make in 3D. I made it a yellow/orange albedo simple material. The thing is that I want to find a lighting that renders is as  dark blue/purple color as if I was watching the sand at night. But whatever configuration I try, the best color I can get close to it is somewhat of a dark red (wine) color. Is there something I'm missing or must I do some clever tricks with textures to make this happen?

So this is the "sun" (everything is default now except the color)

And this is the material of the sand. (same here: default except for what you see)

These are the last changes I landed on after trying a bunch of things.

When using colored light, you have to remember that it affects the color of objects.  If you use a blue light in real life, most colors will not appear correctly.  If you look at the color chart on this page:

http://www.d.umn.edu/~mharvey/handbook5607.html

...you can see that under blue light, red, green, and yellow pigments will appear black.  Orange pigment appears dark brown.  Others just appear blue or darker blue.  It's just the science of light.

Here's a scene in Blender with pure white light:

The same scene with blue light:

and green:

and red:

If you must use a blue light, I'd make your dunes white or a shade of gray instead of yellowish-orange.

However, most scenes aren't lit with a single light source.  What you could do is add a touch of "moonlight" by adding a second light.  Here I made the blue light a "hemi" light, and then added a "sun" light that is light gray:

It's still blue and dark, but you can see the different colors again.


Vertices Select Highlighting Not Consistent With Rigging I have a mesh of a deer that I am getting ready to do weight painting with. I'm following a tutorial that does it through selecting vertices. I selected the bone for the head and vertices for half the body get selected.

I deselected the vertices I don't need to show what I want it to be.

Is there any way to select vertices and then assign them to a bone for later use?

Bones assignements are strictly related to vertex groups:  if you animate a bone named "Head", Blender will search for a vertex group named "Head", as it finds it he will move all the vertices accordingly to every single vertex weight.
So you can select your character, select the armature, Ctrl P for parenting them, then choose the option "with empty group": this will create an empty vertex group named as every bone of the armature: then you can select a group of vertices, go to the vertex tab on the properties menu, select the "Head" vertex group, choose the weight you want with the slider, and click the assign button.
Note also that in the "N" properties panel of the 3D window, if you select a vertex in edit mode you can read all his weights assignements.


Character disappearing, normals are good I have all the normals of my mesh are all recalculated and I Turned on backface culling for good measure but my mesh still disappears when I press p.enter image description here(Thank you for answering, I've decided to make this game first person instead.

Some points to check:

When you do not see the object at all, the normals are normally not the problem. Unless all faces are facing away from the camera you should see at least something. On a closed mesh it is not possible that all faces are facing away from camera when the camera is outside of the mesh.
And there we are: ensure your object is within the camera's frustum (the view of the camera). The object should not be behind the camera, or above or somewhere else.
Ensure all parents of the object are supported by the BGE. E.g. parenting your mesh to a curve. The curve is not supported and therefore not loaded. The mesh as child will not be loaded too.
Check if the mesh and the parent are at a place you expect them to be. Start from top view. Use wireframe mode too se through the faces. Add a cube and parent the character to it. Un-parent the skin mesh to see it is rendered at all. Switch the armature to rest pose etc. These are little steps to see if it changes something.

Remarks: You should only enable backface culling when simulating very thin objects where you might be able to see both sides at the same time (like paper sheets, leaves or curtains). It doubles the workload of the renderer.


Animation nodes - Driving scale attribute from a CSV list to create a bar chart I'm stuck with the 'For Loop' part of my project in Animation Nodes.

I'm trying to create a bar chart with each of x bars scaled to a high set by some CSV data.  I've got my .blend and it feels so close but I can't make it work.

You'll see that I've created a cube and used the Object Instancer and a loop to create an array of x columns.  By putting the pivot point at the bottom of the cube I can scale on z axis give me the height of the bar chart.  This node tree ends with the scale attribute in the Object Attribute Output.

Below that node tree I have a Text Block Reader that splits the text (by lines) and then another split (by separator) to get my list which I hoped to use to drive the heights of the columns.  This is a string so I've used a node to convert to a float.

Now I'm way out my depth and I can't get the values from the list to drive the different heights of the bars.

Lastly, a nice to have only - If you do have a solution, is there a way to mix between 0 values for Z scale and the values from the CSV list so that I can key frame both and animate the bar chart rising?  That would be perfection.

Just a note that I've been able to get to a solution before by using the Python on Tamir Lousky's Github page but wanted to do it in Animation Nodes.

Many thanks to anyone who can help - this is beyond me but I'm trying to learn.

Blend file:
https://www.dropbox.com/s/hedqgdwqkh6evrf/animation_nodes3.blend?dl=0

Image of node tree:
https://www.dropbox.com/s/kivegj9bm956rps/Nodetree.PNG?dl=0

At the moment your “parse” loop loops over the list of lines given by the Split Text node with mode set to lines. This is useful if your .csv file is in this form:

name, value
A, 1
B, 2
C, 3

But if your file is in the form of

A, B, C
1, 2, 3

then you'll have to

split the file into lines,
pick the line with the values in it,
split this line at the value separators outside of the loop
and then loop over the value strings.

Depending on the number format of your values (e.g. decimal comma, thousands separator) you might have to use a script node to parse them. However, a simple Parse Number node might be enough for your file. The parsed number has to be piped into the loop's output that you can generate by clicking New Generator Output and choosing the type Float List.

Finally, the parsed list of numbers will be piped as an additional iterator into the other loop which is used to place and scale the bars (New Iterator > Float List). Using a Vector from Value node, piped into the Object Transforms Ouput is sufficient if you only enable scaling for the Z value, but you could also use a Combine Vector node:

If the number of columns in your .csv file is the same as the number of bars then you could also combine them into a single loop with one Object List iterator and one String List iterator. However, two loops offer more flexibility if the .csv file should contain a column header (or line header in your case) or when you want to select for which values you want to create a bar.


Loop Cut and Slide in Blender 2.74 This may be a dumb question, but did Loop Cut and Slide get removed with Blender 2.74? I have 2.73 and 2.74 both on my computer, and it works fine on the old one, but when I go to User Preferences and try to change the key it's mapped to in the new one, it's just not listed at all. I tried resetting to factory defaults and uninstalling/reinstalling, but the option still isn't there.

Edit: I should mention my OS is Windows 7 64-bit with the installed version of Blender, not the portable exe. When I try to use Ctrl + R on a mesh, nothing happens. I've attached a screenshot of what happens when I go to Input prefs and search for actions using the shortcut "Ctrl R" in 2.74

It looks like you are using a custom keyboard shortcut preset. The default is called "Blender":

If you reset to factory settings in File > Load Factory Settings does it appear? This won't be permanent unless you save your startup .blend, so you can check to see if it's there without deleting your customized setup.

Also check to see if the operator is there by pressing Space in the 3D view while in edit mode and typing in "loop":


Quick smoke not animating the fire and the smoke I'm trying to generate smoke in Blender using the quick smoke effect but it was not working. What I had done was that I added a plane into my scene, went on 'objects'- 'quick effects'- selected the emitter and changed the flow type to Fire + Smoke and then when I hit play, I see the smoke appear but it is not moving upwards. I'm also wondering how can I make the smoke appear on a specific frame.

A picture of the emitter and the settings.

A picture of the outer box and its settings.

I'm also wondering how can I make the smoke appear on a specific frame.

You can limit the simulation to a range of frames by setting the start and  end  frames under smoke cahe.
you need to save your project to use the smoke cache.


Why doesn't the image in the UV Image Editor appear on the object in the 3D View in 2.8? I can't figure out this problem.  Based on this video @ 1:59 (which, admittedly, is set up a little differently in terms of nodes), I should see the texture on the surface of the selected object...

Two ways I can think of:

1) In the viewport overlay settings on the top right, click on the down arrow to expand the shading settings, then check texture on the color group.
2) Or, even more simply switch to LookDev mode nearby to show applied textures on the material.


how to move some vertices of the same object to a desired x,y,z location? so the question is:how to move selected vertices all in the same coordinate.
for example how to move 30 selected vertices in x:3.1 and y:1.5 and in the z axis not to move them.
I can't make this questions simplier i can't descibe it better D:.Please comment if u doesn't understand me.
Note:This can be done easily by selecting individual vertices and entering the desired coordinates, but it will take ages if you have many :/, so is there a better way?

Another way is to place the 3D cursor manually via the location input fields in n-panel, 3D Cursor tab. Then select your vertices, hit Shift + S (or Mesh -> Snap from the menu), and then "Selection to Cursor".


Snapping with 'median' part has a bug in 2.80? I know that snapping with 'median' option works like above picture.

But  it works differently  in Blender 2.80 like below picture.

Is snapping  buggy in 2.80?

Edit: seems to be a bug effectively. Snapping with median target works only if the object origin is at the center of the world. If not, there is a delta which correspond to the delta between its origin and the world center.

So the following is true only if the edited object is at center:

This is not a bug, but an enhancement.

In 2.8 you can specify what will be snap (vertex, edge, etc.) and that has an influence on what is considered as snap target.

So you can snap vertices (with median) and that will stuck to the target vertices.

Or you can snap edges and that will stuck to the target edges.


Use "Add 3D Function Surface" addon via python I would like to know if there is any way to use the "Add 3d Function Surface" addon via the python interface.

I have an equation that describes a surface in the three-dimensional space that I can use to make a mesh object as described in this answer. What I would like to know is if there is any way to do such a thing via the python interface.

As an example, I would like to be able to do something like:

def mysurface(u, v):
   return numpy.array([u*v, u-v, math.pow(u, 2)])

add_mesh_from_surface_equation(func = mysurface, urange = [0, 10], vrange = [0, 10], ustep = 0.01, vstep = 0.01)

Is it possible to do something like this?

All of blender's plugins are python scripts, so I looked up the script and was going through it's code when I realized that was a really bad idea.  If you grab the bottom of the top menu bar and pull down it gives you a list of all the commands blender has recently executed. Add a couple surfaces, and voila, it looks like these commands should be a good start to what you want:

bpy.ops.mesh.primitive_z_function_surface(div_x=20, div_y=17)
bpy.ops.mesh.primitive_xyz_function_surface(x_eq="cos(v)*(1+cos(u))*sin(v/3)", z_eq="sin(v)*(1.3+cos(u))*sin(v/8)")

They can be used in a script (blender's user interface uses python, so everything that shows up in the command list is valid python), just don't forget to import bpy.


Is there a way to batch render images from several cameras? There is one scene, but several cameras and I would like to render this over night to have one image per camera (no animation). Is this possible? I don't see a command-line switch to select which camera to render.

I'm using cycles render, if this matters.

I actually hacked together an addon that allows you to do this (windows compatibility only and only Blender 2.8 tested). Once installed it adds a panel to the Output Properties tab with a button for rendering all stills and a button for rendering all animations.

https://github.com/astonfuture/render-all-cameras-blender-addon


When would you use Simple subdivision rather than Catmull-Clark subdivision? Subdivision is selected as Catmull-Clark by default. However, the Blender development team still includes the Simple subdivision in Blender 2.72. Does it serve a purpose? Why should I use the Simple subdivision instead of the Catmull-Clark subdivision?

Here is a picture of the Subsurface panel. You can clearly see the options Catmull-Clark and Simple.

As an example of a case where simple is might be preferred over Catmull-Clark, say you have a large plane which you want to subdivide non-destructively for use with the displace modifier.

When subdivided with Catmull-Clark, it becomes nearly a circle:

But with Simple it maintains the original square shape:

This is just one example. There are probably many such use-cases where Catmull-Clark subdivision doesn't provide the desired result without extra things like edge-creases.


Remove vertex mid of edge, Function like Cinema 4d's Optimize Does Blender has the function like C4D's optimize: can remove isolated vertexes or some problem vertexes in picture below. They are in mid of the edge, I can not use merge by distance function.. What should i do except manual selecting them..

Use Limited dissolve

Mode: Edit Mode

Menu: Mesh ‣ Delete ‣ Limited Dissolve

This tool can simplify your mesh by dissolving vertices and edges separating flat regions.

Max Angle

Reduces detail on planar faces and linear edges with an adjustable angle threshold.

All Boundaries

Always dissolve vertices that have two edge users at boundaries.

Delimit

Prevent faces from joining when they don’t share certain properties (material for e.g.).

From:
https://docs.blender.org/manual/en/dev/modeling/meshes/editing/mesh/delete.html


Subsurf modifier seems to prefer a vertex for no reason I have what I thought to be a regular shape with quads only, but as you can see, there's a prominent "ridge" on one of the edges and I can't figure out why:

Here's the topology of it:

I thought maybe there was duplicate vertices so I did a "merge by distance", but nothing changed. Drawing a rectangle on top of one of the suspect vertices selects a single one as well, so I don't think that's the issue. The crease on all edges is also set to 0. Another peculiar thing is that selecting

Another peculiar thing is that loop selection doesn't go all the way around the object:

Here's the blendfile:

Going into edit mode, I see the shading is not correct.

To fix this, select the object, go into edit mode, select all vertices and then recalculate normals (shiftn).


How do you adjust and/or mute the audio of a video? I'm editing a video for a customer, and I'm using Blender. However, I'm a bit new. They want this as a YouTube video, and they want to completely get rid of the audio and add a voiceover. People are telling me to delete the sound strip, however I don't know which strip that is. I also haven't found any button that, by even the slightest bit, looks like it'll help me detatch the audio. I also need to learn how to make an audio. It would have to be in the form of a video, but then wouldn't the screen have to be a part as well...? Which I don't want. I just want an audio, no extra video strip. Knowing which strip is which would really help; please respond to this ASAP, I need it quickly. Thanks in advance!

Actually, I think I know the answer. I've found it and it works! It's at the bottom left; click playback. Near the top of the dropdown menu, it says mute audio. Click that, and it'll be muted! Works for 2.82! Thanks still, to the community, for viewing/trying to answer this question!


What are these white bits in my mesh? In wireframe mode i can see these white bits in my mesh

And in solid mode the mesh is not in line with the edges and vertices

How does this happen and how do i fix it?

I've done my best to recreate your issue, I think you've created several n-gons here, and the artifact you're seeing is Blender triangulating that n-gon.

You can create better topology in a somewhat automatic fashion by using a bevel on this corner.  I'll be starting over with a primitive cube, and I've just scaled up the bottom to create this tapered shape of yours.
Just select one edge and bevel it with the desired number of segments.

And then select the top corner's vertices and do a Merge At Center.

This has created a triangle for each segment of the corner.  Note that typically it is recommended to stick to 4-sided faces called quads, but the most important thing is to avoid n-gons unless you are looking for some very particular behavior.


Voxel Data texture in Blender (Especially for Cycles/EEVEE) What I'm up to?
I would like to render some CT/MRI data. The data is represented as a 3d array with float values. (Or a sequence of 2d images)
My scheme
As the blender manual describes, procedual textures have their 3D structure.
With the trick in the stack exchange QA (
Controlling volume density), this 3D structure can be visualised.
Thus, all I need to do is to convert the 3d array to a 3D texture.
Please help me achieve this either by node or scripting(preferred).
Thanks.
EDIT
The picture below shows that the single image version is rather simple.

The following is the .blend file for the above screen shot. (Although, you might not have the image texture with it.)

The tasks above can be achieved in Blender Internal (see comments). I am now eager to know a Cycles/EEVEE solution

This is currently not available for the Cycles/EEVEE. However, one of the GSoC 2018 challenge aims to implement this. https://wiki.blender.org/index.php/User:Geraldine/GSoC_2018/Proposal

I will update this post once it is available.


UV checkerbox looks strange when object is unwrapped Unrwapped and added basic seams, but when i apply the checkerboard texture it doesn't looks uniform. what am i doing wrong?

It is a shame you didnt screenshot the full screen so we can see whats plugged into that mapping node as it looks like its using "object" texture coordinates not "UV"


Rigging two-handed weapon in Blender 2.8 I'm having trouble with rigging a two-handed weapon in Blender 2.82. Basically, I want to achieve this:

Such gif was retrieved from a previous questions and answer, but the solution applied for a Blender version lower from 2.8 so does not apply the same.
I think I did something wrong. I followed the solution propposed by @moonboots. However, when I move the gun, the hands do not follow it in terms of translation, only rotation. What could be?

Create a root bone for your gun, create 2 children bones, one for handle 1, one for handle 2:

In Pose mode, give each of your hand controller a Child Of constraint, with the handle 1 and handle 2 as Target, click on Set Inverse:

Move each controller close to the handle, move the fingers so that it looks like they are grabbing the handles, keyframe:

Move your gun, the hands should follow:


How can I move the objects in a single direction? How can I move the objects in a single direction? Im tired of it going off course!

Press X Y or Z to constrain the transformation to a single axis.

You can also press ⇧ Shift X/Y/Z to constrain the transformation to two axes. For example, G+⇧ ShiftZ will constrain the transformation to the X/Y plane.


Not understanding how message sensor works i having a bit of trouble understanding how the signals to a message sensor works, it seems like when it gets turned on it does not stay on for very long.

I'm trying to make simple system to display the winners on the screen, out of four players the last one that's standing will get there text written in the center, in a few second before the game will reset.

Here i have 2 sensors connected, they work if they happen at the same time but not if they are delayed a second from each other.

I feel like I'm misunderstanding how the timings work of the sensor.

Thanks you very much for taking you the time to help me :)

Messages

You need to consider the duration and timing of messages.

A message is send between two frames.

Timing:

the first frame it will be send
the following frame it will be received

The duration of a message is .... exactly one frame. A message sensor will receive this message never again (it can receive another message of the same format).

A message is more an event rather than a status.

Your logic: p1de AND p2de expect that a message p1de and a message p2de are received at the same frame.

It does not mean that any of the messages were received in the past.

Solution

The winner is a status. At any moment there is exactly one winner. This status can change.

There are two basic options to do that:

Change on event: The event carries enough information to decide the new winner.
Notification: The object gets notified the winner (might have) changed. The object checks the situation and determines the current winner.

With the first option you need to deal with the situation you might get events that conflict with each other (e.g. you get a message telling the first player wins as well as a message the second player wins). The message recipient has to resolve the conflict.

The second option needs deep knowledge how to determine the winner.

Hint:

Do not combine messages with AND.

It expect both messages to be received at the same time.


How to set vertex colors on import I have a python based importer and I can successfully import meshes with uv's and normals. Now I am trying the vertex colors, but I ran into an issue.
I use this to create the the vertex color:
vertex_color_layer0 = mesh.vertex_colors.new(name='layer0')

but then when I try to set a vertex color, I get this error
vertex_color_layer0.data[i].color = (c[0],c[1],c[2],c[3])
RuntimeError: bpy_prop_collection[index]: internal error, valid index
0 given in 172178 sized collection, but value not found

When I try the same thing in an interactive session, it works fine, it's just in the import code it fails.
I am able to make it work by looping for times:

    # not sure why we cant do this in one loop....
    vertex_color_layer0 = mesh.vertex_colors.new(name='layer0',do_init=False)
    for i, c in enumerate(data.colors):
        vertex_color_layer0.data[i].color = (c[3],c[3],c[3],c[3])

    vertex_color_layer1 = mesh.vertex_colors.new(name='layer1',do_init=False)
    for i, c in enumerate(data.colors):
        vertex_color_layer1.data[i].color = (c[0],c[0],c[0],c[0])

    vertex_color_layer2 = mesh.vertex_colors.new(name='layer2',do_init=False)
    for i, c in enumerate(data.colors):
        vertex_color_layer2.data[i].color = (c[1],c[1],c[1],c[1])

    vertex_color_layer3 = mesh.vertex_colors.new(name='layer3',do_init=False)
    for i, c in enumerate(data.colors):
        vertex_color_layer3.data[i].color = (c[2],c[2],c[2],c[2])

but not in a single loop, that gives me the error above:
    vertex_color_layer0 = mesh.vertex_colors.new(name='layer0',do_init=False)
    vertex_color_layer1 = mesh.vertex_colors.new(name='layer1',do_init=False)
    vertex_color_layer2 = mesh.vertex_colors.new(name='layer2',do_init=False)
    vertex_color_layer3 = mesh.vertex_colors.new(name='layer3',do_init=False)

    for i, c in enumerate(data.colors):
        vertex_color_layer0.data[i].color = (c[3],c[3],c[3],c[3])
        vertex_color_layer1.data[i].color = (c[0],c[0],c[0],c[0])
        vertex_color_layer2.data[i].color = (c[1],c[1],c[1],c[1])
        vertex_color_layer3.data[i].color = (c[2],c[2],c[2],c[2])

But ideally I would want to loop over the colors only once.
Any thoughts on how I could make this work?
Thanks,
Koen

I think it will work if you do it like...
mesh.vertex_colors.new(name='layer0',do_init=False)
mesh.vertex_colors.new(name='layer1',do_init=False)
mesh.vertex_colors.new(name='layer2',do_init=False)
mesh.vertex_colors.new(name='layer3',do_init=False)

vertex_color_layer0 = mesh.vertex_colors['layer0']
vertex_color_layer1 = mesh.vertex_colors['layer1']
vertex_color_layer2 = mesh.vertex_colors['layer2']
vertex_color_layer3 = mesh.vertex_colors['layer3']

for i, c in enumerate(data.colors):
    vertex_color_layer0.data[i].color = (c[3],c[3],c[3],c[3])
    vertex_color_layer1.data[i].color = (c[0],c[0],c[0],c[0])
    vertex_color_layer2.data[i].color = (c[1],c[1],c[1],c[1])
    vertex_color_layer3.data[i].color = (c[2],c[2],c[2],c[2])


Blender video editor not starting my created video I have a problem with blender video editor (first time to use & first time in V.E. )
I created my video
press |> to start play animation
two black lines before the start of my video restrict the play
the playing line keep going back and forth between these two black lines.
the plot illustrates more clear my problem.
Small question : how to remove unused lines?
Thanks alot in a head
I hope somebody from experts (in video editing by blender) can kindly help me.

The playback will always happen between the start frame and the end frame of your scene.
Change them to fit your clip.
You can see them at the far right of the time editor, named "Start" and "End".


Cell Fracture Add-On Automatically Decimates Base Mesh Wondering if anyone here can offer some advice on the Cell Fracture add-on.
I am trying to fracture some very high-poly triangulated 3D scans but it seems that the Cell Fracture add-on takes it upon itself to simplify the base mesh on it's own and the resulting fractured objects are very low res.
I looked into this and I see that about 2 years ago, the bundled Cell Fracture add-on had a lot more options than what are available now in 2.91. Specially, it appears that there was once a 'Simplify Base Mesh' option in the Cell Fracture setup (along with numerous other options) but they are no longer present in the add-on.
Even though it would appear that the 'Simplify Base Mesh" option has been removed, is it plausible that the add-on is applying this feature during the fracture process?
I would like to avoid Cell Fracture from simplifying my mesh.  I am also curious about why the current version of Cell Fracture has fewer options available than it appears to have in previous versions.
Example:
My original mesh before fracturing:

The result. A decimated/simplified low-poly mesh:

Current Cell Fracture options (v 2.91):

Previous Cell Fracture options (v 2.8 - notice the 'simplify base mesh option, and others):

(as seen in this youtube vid: https://www.youtube.com/watch?v=5guh5naT-XM)
Any advice would be greatly appreciated!
Thanks

Sorry for the late reply, but I have been running into this problem as well and managed to find a solution. I have a pretty high poly vase model I wanted fracture:

I run into the same problem you did, where the Cell Fracture add-on was decimating my model. It took me a while to figure out what was going on.

The answer to the problem lies in the settings menu for the add-on. I found it while fiddling around with the add-on and trying everything to try and fix the issue. Note that this is the newest version, and there is no checkmark that disables model simplification. However, by checking "Debug-Boolean", the add-on, for some reason, will not simply your model. The other settings did not matter and you can still adjust them to your preference.

As you can see, there is a nicely fractured vase that is free of decimating. The debug option does come with the drawback that you have to apply the Boolean modifier on each generated piece if you want to manipulate them, as high geometry boolean interactions are very slow.
I don't know if the debug option was intended to disable simplifying, but it does, and it works. I don't understand why they removed the disable simplifying option from the newest build, but I hope it can be added back. Anyways, best of luck on your work!


Convert grease pencil disabled I´m stuck here. I need to convert what I just drew with the grease pencil to curve/mesh (don´t know exactly the term) so I can connect it afterwards to the mesh above. I´ve been looking around and I found that maybe the convert button could help me doing what I´m trying to do, but as you can see it is disabled. How can I enable it? or if there´s a more effective way to do what I intend to, what is it? Thanks in advance for any help you can provide in this matter :)

You are in Edit mode of the mesh. If you want to convert Grease Pencil layer into curves / mesh you need to exit Edit mode of any other object. Or you can use Bsurface addon to convert GP drawing into the mesh right in Edit mode on the fly.

Simple Converting Grease Pencil drawing

Once something is drawn on the mesh, exit Edit mode of the mesh (the Edit mode of Grease Pencil may be left on) and choose Convert in the Toolshelf > Grease Pencil. You'll have options to choose that you want it to convert to - Path, Bezier Curve or Polygon Curve.

Converting sketches to geometry
Drawing with Grease Pencil

Convert Grease Pencil in Edit mode

Use Bsurfaces addon to use Grease Pencil as retopo tool and convert it into mesh surface while in Edit mode.
After enabling addon create some simple mesh, enter Edit mode and delete its vertices. After that, draw with Grease Pencil and once finished, in the Toolshelf > Tools > BSurfaces rollout press Add Surface to convert your strokes to surface.

The Bsurface needs either 2 Grease Pencil strokes (shown above) or one stroke and one selection of geometry (below). To make strokes drawn with Grease Pencil to connect to already existing surface draw a stroke, select the edge loop of that surface which is the nearest to the stroke and then proceed to Add Surface.

Watch the tutorial on more techniques about using this functionality.


VSE: How do you precisely position two video strips How do you precisely position one video strip to another one?

grab one strip, and move it towards the other while pressing CTRL: it will "snap" to the other strip's end even if it is on another slot:


How to reduce noise on transparent animation? I am making an animation(in cycles render) where object is converting from diffuse to transparent(with 0.9 value on mix shader). I am using branched path tracing (with square samples)

Below is the rendering sample. All rendering is good except for the transparent part.

I am using Diffuse material with Transparent material(mix shader value changes from 0 to 0.9 in animation)

Below is the shader window.

Its taking 2mins per frame.
How to make it look perfect in this render time?

Try enabling Transparent Shadows in Properties > Render > Light Paths:

This setting enables an optimization which greatly reduces noise in shadows cast by partially transparent objects, at the cost of some speed.

Here's a comparison rendered with sampling settings identical to yours (except for the shadow setting of course).

With Shadows disabled (1:59):

With Shadows enabled (2:11):

Note that you can also disable this option per-material via the Transparent Shadows setting in Properties > Materials > Settings


"ImportError" No module named 'bge' in OSX I am attempting to do some scripting using blender 2.79 for OSX.   When using Blender Game, I attempt to create a python script with the BGE.  The first and only line in my test script is:

import bge

When I run this script I get the message in the terminal window:

ImportError: No module named 'bge'
   Error: Python script fail, look in the console for now...

Blender Game is loaded in the user preferences.  I do not get this problem in Blender 2.79 for the Windows platform, but I will be using this primarily on OSX.  I also do not get this when I employ the following:

import bpy

Any thoughts?

Blender Python

Blender Python can be executed via the [run script] button. It will make Blender run your code immediately.

BGE Python

BGE Python code is executed by a Python controller. You need to ensure the controller gets triggered by at least one connected sensor. Be aware the sensor(s) do not need have a positive evaluation status to run your code. Your code needs to check the sensor status by itself.

This happens only when your game session is running (Blender is suspended during this time).

There are two ways to set up Python controllers:

Script mode

You can select one of the text blocks that are included in your .blend file.

When triggered the python code inside the text block gets executed starting with the first line of the file. As usual any variable defined in the code will die latest after exiting your code block.

Example: myScript

import bge

controller = bge.logic.getCurrentController()

print( controller.name + "is currently executed" )

You configure your Python controller in Script mode. The field should be set to myScript.

Module mode

This means you created a python module. Python modules have a name ending with ".py".

The BGE expects one function definition with either no or exactly one argument. When present the argument will receive the reference to the executing (current) controller.

The module can reside inside of the blend file as text block or outside of the blend somewhere in the Python search path. The path of the currently executed .blend file (the one your started your game from) is part of that path.

Example: myModule.py

import bge

print("'myModule' is initializing")

def demonstrateExecution(controller):
    print( controller.name + "is currently executed" )

You configure your Python controller in Module mode. The field should be set to myModule.demonstrateExecution (no parameter, no parenthesis).


How can I get the index of a custom property? Is there any chance to get index of custom property ?

Thanks to batFINGER I found that you can acces custom property by:

import bpy
bpy.context.active_object.keys()[i] # i is index

but if I have array in the property i dont know how to find specific value. I used:

bpy.context.active_object.get(bpy.context.active_object.keys()[2][2])

for third value of the array but it doesnt work.

Lets dissect what your code does:

key = bpy.context.active_object.keys()[2]
# key contains the name '02_back'

char = key[2]
# gets the third character which is '_'

bpy.context.active_object.get(char)
# which throws an error as key '_' does not exist

It should be

bpy.context.active_object.get(bpy.context.active_object.keys()[2])[2]

Let's dissect this

key = bpy.context.active_object.keys()[2]
# key contains the name '02_back'

prop = bpy.context.active_object.get(key)
# gets the property with the name '02_back'

value = prop[2]
# gets the third item of the property `1.2`


Near/radar/ray/collision sensors refuse to work None of the physics sensors in my game work, I'm trying to create an AI man that chases after a player, but for whatever reason, he just won't sense the player, I've tried copying and pasting the property name just to be sure, but that's not it.

Check the Actor option physics tab for your player so it can be detected by the Near and Radar sensors :


How can I get the vector for the force that is applied to an object in the BGE? Is there a way in BGE to get the force vector applied to the object? I need something like worldLinearVelocity, but it should show the force vector instead.

Although it appears blender has not implemented access to an object's force, we can calculate the force using object's the mass and its change in velocity.

This equation for force relates force, time, and change in momentum. Because momentum is just mass times velocity, we can calculate the force. We can compute the change in time and the change in velocity between frames by recording initial time and velocity from the previous frame to calculate the difference with the current frame time and velocity.

Add the following script as a Module on a logic brick. It needs to be a module to save the previous time and velocity variables.

import bge, time
from mathutils import Vector

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

t = time.time()
v = Vector(obj.worldLinearVelocity)
m = obj.mass

def main():
    global t, v, m

    #compute change in time
    dt = time.time() - t
    t += dt

    #calculate change in velocity
    dv = Vector(obj.worldLinearVelocity) - v
    v += dv

    #force is change in momentum, which is velocity times mass, divided by time
    f = m * dv / dt
    print(f)

Before the monkey hits the ground, we can see the force on the z axis is around -9.2 which is the gravity of the scene and the force acting upon it.


CUDA problem Error: Invalid value in cuMemcpy2DUnaligned(&param) does anybody know what this error mean:
Error: Invalid value in cuMemcpy2DUnaligned(&param) (device_cuda_impl.cpp:1248)Invalid value in cuMemcpy2DUnaligned(&param) (device_cuda_impl.cpp:1248)
I need help...I tried everything but I cannot render with my two Graphic card GTX 970. On the other hand, CPU rendering works fine...
Thanks!

Not an answer to your problem, but an assertion that I too have come across this phenomenon and a workaround:
I had this with a system of mine that has 2x Quadro K4000 GPUs. The culprit was a scene that does not fit into the GPU memory. As per a patch in Blender 2.80, there was an option added that would let Blender render such scenes by swapping memory in and out as needed. This works well on single GPU systems, but dual GPU systems have an issue with that. I'm not sure why. Up until recently (2.83 or so), the scene would render a few frames and then stop. With 2.92, it refuses to render on first attempt, throwing the above error.
My workaround was to disable any one of the GPUs, resulting in a render without the error. One of my GPUs (probably the one connected to my monitor) was rendering way slower than the other one. It's worth doing a test and using the faster of the two. While it's not an ideal solution, it might at least get your scene rendered.
Hope this helps!


How can I fuse a lot of cubes? So, I made a mesh with a lot of cubes ( I've created a cube, and copied it, pasted it to make figures ), And, when I've done it, I tried to smooth it, but it looks wierd because it's made with a lot of cubes, so a lot of faces, I already tried Ctrl + J, but faces remain, Is there anyway to fuse those lot of faces in one?

If I understand right, you need joining cubes without inner vertices.

You can do it in second using Bool Tool addon:

Just select all cubes, (one of them must be active) in BoolTool menu click on "Brush" -> "Union" -> "Apply All" - done

Download Bool Tool


Setting blender context for uv editing issue I'm trying to run this command, I crash after print 1, which I guess has something to do with setting another context but no idea how to bite it to get it to work... Any hints?
        print("Update graph")
        bpy.context.evaluated_depsgraph_get()
        for window in bpy.context.window_manager.windows:
            screen = window.screen
            for area in screen.areas:
                if area.type == 'VIEW_3D':
                    #set context to 3dview
                    cont = bpy.context.copy()
                    cont['area'] = area
                    cont['region'] = area.regions[-1]
                    bpy.ops.view3d.view_selected(cont)
                    break

        if len(objects) > 0 and cont is not None:
            # Deselect all
            for obj in objects:
                if obj.type == 'MESH':
                    obj.select_set(state=False)

            #Select 1 by 1, and apply the uv system.
            for obj in objects:
                if obj.type == "MESH":
                    obj.select_set(state=True)
                    print("1",cont)
                    bpy.ops.object.editmode_toggle(cont)
                    print("2",cont)
                    bpy.ops.mesh.select_all(action='SELECT')
                    print("3",cont)
                    bpy.ops.uv.smart_project(cont)
                    print("4",cont)
                    bpy.ops.object.editmode_toggle(cont)
                    obj.select_set(state=False)

TIA
I have missed some explanations.
This function is called by a persistent handler
@persistent
def load_handler(dummy):
    bpy.app.timers.register(actionQueue.runInternalFastTimer)

def register()
      bpy.app.handlers.load_post.append(load_handler)

Its done this way as I'm sending command to it from a threadX that is not blender thread. So the idea is to push job function ptr to a queue that then  gets called/executed by blender in its own correct thread.
However at that stage I have wrong context and I get this error >
RuntimeError: Operator bpy.ops.object.editmode_toggle.poll() failed, context is incorrect

EDIT A more comprehensive example of the issue can be found here (second post) > https://devtalk.blender.org/t/creating-a-valid-context-for-uv-editing/15670

Running this script from the cli, I can unwrap an object in the background (no gui window).
I think the key point is setting the active object not just selecting it. I also create a uvmap layer if one doesn't exist and use mode_set rather that editmode_toggle.
import bpy

# Deselect all
bpy.ops.object.select_all(action='DESELECT')

for obj in bpy.context.scene.objects:
    if obj.type == 'MESH':
        obj.select_set(state=True)
        bpy.context.view_layer.objects.active = obj
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.select_all(action='SELECT')
        if len(obj.data.uv_layers) == 0:
            obj.data.uv_layers.new()
        bpy.ops.uv.smart_project()
        bpy.ops.object.mode_set(mode='OBJECT')
        bpy.ops.wm.save_mainfile()

I saved it as uvproject.py and used the cli command
blender -b test.blend -P uvproject.py


Making some cloth stitches stronger than the others My animation goes as follows: For the first few frames, the cloth stitching does its thing. It's a basic raincoat with a hood, and the only thing holding it together is a single edge that completes a circle around the character's neck.

There's also a wind in the background. And after a few frames, the character starts to run.
Problem is, when the character is running, the raincoat gets torn off the shoulders (see animation). I can make the sewing force stronger, but it ruins the stitches that are holding the hood together.
(I also tried weight painting those vertices, but I'm not exactly sure what it did)
Is there a setting I can use to make that particular edge to have a stronger sewing force than the others?
Blend file: https://u.pcloud.link/publink/show?code=XZAYtHXZ1LeH1wqXMj72wlbklg4dSkIe4RUk (physics are baked)
Rendered and animated: https://u.pcloud.link/publink/show?code=XZ3YtHXZjhwUwcS4bL57LC4d5lHPipxOTEz7

In the real world, you would not close the raincoat with a single thread at the front of the neck. The edge/seam pulls the fabric together in the clothing simulation, but the single edge doesn't work well for collision detection.
The solution is to turn the edge into a face, so that real geometry exists. This face is treated as a small piece of cloth and also has the usual cloth properties like tension strength, stiffness, bending, etc. and can resist inertia better than an edge. You can adjust these settings if needed.
I tried that and it works. The next problem, however, is that when the character is in a full run, the hands, knees & feet will beat the fabric in an unnatural way and it comes to glitches. It might be better to move the cape back a bit so that nothing is in the way at the front when he runs. (That is, deform the circle into a semicircle before the simulation.)


How do I divide equally copies by the distance between two objects Sorry for my bad English, I'm very new to Blender, how do i divide equally copies by the distance between two objects like the Multiply and Divide features in Google SketchUp to copy objects over large spaces, please take a look in the photo showing my problem

A solution is the Array Modifier. Found here.


Disable save (Ctrl+S) confirmation possible? Confirmation for Save As is logic but for Save is absurd. No other program that I use has this. How can I disable it?

Although I wouldn't recommend this (I always increase the version number before saving), it is possible. Open up the User Preferences and add the parameter check_existing to the save function referenced from the dialog: (Note I tested this with F2 you might prefer the other expanded dialog)

  check_existing (boolean, (optional)) – Check Existing, Check and warn
  on overwriting existing files


Group selecting objects in 3D Hi,

I need some help in mass selecting specific parts of a composite object.For example, If I use "B" or "C" to select the brown sphere on one face, it also selects the ones on the diametrically opposite face because they are in the field of the selection in 3D.

Is there any was to select the spheres on just one face of this object?

Thanks in advance!

Best

If you want to select all the object of a same material, then it's simple:
First select an object of the desired material, then press ⇧ ShiftL → Select Linked Materials.

If it select too much compared to your needs, you can still deselect afterwards by using the border select tool wich B or the circle select with C.

If you're gonna need to select those specific objects often, it might be a good idea to turn them into a collection (or a "group if you're using Blender 2.7 and older). So that you can simply select those groups from the outliner.

Select your objects and hit ⎈ CtrlG. (For now this is buged in 2.8: the created collection isn't displayed in the outliner. That bug should be fixed in the future though.)
In 2.8, you can also open the "Move to collection" dialog by pressing M, hit "New collection", give a name to the collection and validate your choice by pressing ⏎ Enter. But it's a bit longer (but it's not bugged)


How do I join two UV islands into one making it better for unwrapping? How do I join two parts into one making it better for unwrapping? One part was mirrored and joined in the middle, doubles removed.

Ok, just found out why it did not unwrap into 1 piece.
The ends had ngons so when I joined the 2 pieces in the middle they were still there when I joined the vertices in the centre. Now removed the 2 un-needed faces and unwraps nicely.


Can Blender export to the COLLADA format? Can Blender export to the COLLADA format?

I tried going to File → Export, but COLLADA was not an option.

I'm using Blender 2.66.1 on Ubuntu 13.04.

I use Blender builds from the irie PPA, and I have it by default:

Installing from the PPA:

Add the PPA: ppa:irie/blender (sudo add-apt-repository ppa:irie/blender)
Update your sources (Ubuntu Software Center does this automatically, but you will need to do it manually if adding from the command line). (sudo apt-get update)
Install blender (this package is 2.6x from git) (sudo apt-get install blender)

More info: https://askubuntu.com/questions/169542/how-do-i-install-the-latest-blender-3d-builds-from-a-ppa

Collada support is enabled and available in these builds.


Blender render preview black background Blender render preview (cycles) show black background, the object is not clearly visible.

A better way to do lighting in Cycles is to use emission planes. First, add a plane with Shift + A > Mesh > Plane. Then, rotate the plane to face a significant point in your scene or at your object:

Next, add an emission material to the plane by going under the Material tab and clicking New. Set the material's Surface to Emission and give it a Strength of at least 15 or so.

You can use as many of these planes as you want, but try to add only as many lights as you would need in the real world.


How does the Mapping Node work? I am wondering how the mapping node exactly works. The only thing I need to know, is what the individual Location, Rotation and Scale vectors, especially the Location vector, do to the input vector.
Does changing the Location vector simply add onto the input vector or is there a more complex approach behind it?
I'm interested in remaking the Mapping node as a part of a shader, which is not related to Blender and I'm not quite sure about that.
I couldn't really answer my question with the posts I found in the internet.
Thank you very much

Location does indeed just add to the vector-- using a mapping node that maps location is no different than using a vector math/add node.  Scaling just multiplies the vector's components.  Rotation of 2D coordinates moves your x,y to length * cos (thetaInitial+thetaMapping), length * sin (thetaInitial+thetaMapping).  The only thing that's remotely complicated is the order of those operations-- but then, you can always specify order by doing sequential mappings.
But really, what it's doing is creating a transformation matrix and then multiplying your vectors' positions by that matrix: https://en.wikipedia.org/wiki/Transformation_matrix .  The matrix multiplication explains the math behind 3D rotations and the order of operations.
If you're recreating the effect for a shader in, say, Unity, you can just add values to your UV (for example), there's nothing wrong with that.  But there's a lot of value in having at least some understanding of transformation matrices, for writing shaders and for understanding 3D graphics in general.


Setting UV's of a mesh with an array of vertex coordinates I've been trying to set the UV's of a mesh i created via code, and i have an array of vectros with the U and V coordinates, the problem is, the way to set up the UV's via the API seems to be via MeshLoops, which confuses me because, in this case, my mesh has 128 vertices, and on the UV Layer there's 384 Mesh UV Loops, which from what i understand, consist of one edge and 2 vertices in it.
This confuses me because this means there are repeated vertices in it, regardless of wether those verts are broken or not, and i do not know how to assign the texture coordinates to the proper vertices.
here's my code: (obj is the object that contains the mesh in it, and msh is the mesh itself)
            msh.from_pydata(data[i].vertices, edges, data[i].faces)
            uv_layer = msh.uv_layers.new()
            print(obj.data.uv_layers.active.data[0])
            #for j in range(len(obj.data.uv_layers.active.data)):
            for j in range(len(data[i].uvs)-1):
                obj.data.uv_layers.active.data[j].uv = (data[i].uvs[j][0], 1-data[i].uvs[j][1])

This obviously doesn't work, because i'm not assigning data[i].uvs array to the proper uvs on the uv_layer. How could i approach properly adding the texture coordinates to my mesh with my array? I'm not sure how to apply this with this API, and the meshloop doesn't seem to favor the way i stored my coordinates.
Thanks for reading!

Does the order of UVs in your array match the order of vertices in the mesh? If so, for every loop you assign it's uv based on the its vertex index.
ob.data.uv_layers.active.data[loop.index].uv =( data[loop.vertex_index][0],  data[loop.vertex_index][1])
To clarify, as far as I remember, each face has a loop per vertex - this allows you to have multiple normals/uvs per vertex. In your case you only need a single uv per vertex, which can be achieved by setting the same uv value to each loop that corresponds to the same vertex.
Answer based on Get/Set coordinates for UV vertices using Python


Why Always sensor is not sending pulse consistently? (Please refer to the attached picture.) I set up a very simple Blender Game Engine demo as follows:

Attach an always sensor to the default cube.
Attach a motion actuator to the cube.
Set the motion to rotate 1 degree about z-axis.
Add a game property: integer variable 'tick' (initial value=0)
Enable the debug info of the property.
Attach a property actuator to the cube.
Set the actuator to increment 'tick' by 1.
Wire both actuators to the same controller.

Now I can play with the demo. Trying various combinations of the parameters of the always sensor (activate true, false, level, tap, invert, freq, ...); I can see the cube rotates and 'tick' updates continuously or once only.

What puzzle me is, by using the defaults, the cube rotates continuously while the tick increase once only. How come when BOTH actuators are connected to the SAME controller, yet the motion actuator get triggered steadily while property get triggered once only?

Can anyone please explain?

The problem is that the Always sensor is going True and staying there. This works fine for the Motion actuator which will continue to do whatever you want it to as long as its input is True. This doesn't work however for the Property actuator. It only gets triggered when ever the input goes from False to True. This can be seen by hooking up a keyboard sensor to it instead. If you set it to a key and hold that key, the motion will happen continuously, while the property will only have one added to it when the key is first pressed. To get around this you need to set the Always sensor to True level triggering, which means that it will go False then True then False and so forth at the pace defined by the Freq slider.


How to create/animate a Theraband? I'm working on animations of characters performing different activities, and several of these include a Theraband.  If you aren't familiar, it is a length of stretchy elastic.  The basic shape is simply a flat strip, but I am having trouble making the physics right.  I also need to attach it to the hands of a character to stretch and demonstrate the activity.  Help please?  I am very new to Blender and I know there is an answer for this challenge out there, and am looking forward to having it figured out.  Thanks!!

Use a hooked cloth

Create a base mesh approximately the shape of a relaxed band with some subdivision (at least 4/5 vertices along its width, and around a hundred across):

... a couple subdivisions and a mirror later:

(hint: maybe I made it too relaxed. Make it tighter or it'll be very floppy during the simulation)
Select a bunch of vertices in the "hand" region, CtrlH > "Hook to New Object". This will create an Empty.

Repeat for the other hand
Select both the hooked regions, create a new Vertex Group and "Assign" these vertices to it

Create the other objects that will interact with your band (like: a foot, a floor) and select "Collision" from the Physics tab for each of them.

Animate the Empties (from step 2) according to the hand's motion
Select the rubber band, apply "Cloth" from the Physics menu. Use the Rubber preset but increase both the Structural and the Steps values. Enable "Pinning" and select the Vertex Group created at step 3. Increase also the Collision Quality. You can increase the Structural (how "hard" the band is) further, but every time you do so you should also increase Steps and Collision Quality.

Bake the Cloth Cache or just play the animation (AltA)


What are some 3rd party rendering engines available for Blender? What are some 3rd party rendering engines available for Blender? I am using the internal blender render and I keep hearing in tutorials (blenderguru) that it is better to use an external render engine...

A few open source engines which come to mind immediately:

Luxrender
Yafaray
TheBounty, a fork of YafaRay
POV-Ray (exporter)
Aqsis
Jot (exporter)
Mitsuba implement biased and unbiased rendering techniques (Exporter)

Some non-open source engines:

Octane, fast GPU renderer integrated into blender (Commercial)
Vray, production proven render engine. (Commercial)

Also see the answer on the resources post for even more.


Creating a storyboard with posing Background: I've worked with Blender a lot in the past, but all I really did was create models. I never had to use it to animate or render anything. I basically never touched the cameras and lights, either.

I plan on working on a short with some friends of mine, who are animators. For this very short short, I'm also the "writer", meaning I plan out all the scenes. I want to make sure I convey the scenes I have in my mind to my animators as accurately as possible.

Instead of writing down and describing everything in meticulous detail, I want to create a little storyboard to make it easier on everyone. Not all of them have English as their native language (like me! In case it wasn't obvious), and I want to make sure there are no misunderstandings. Plus, it's a lot easier to simply show it, instead of describing it - if you can.

However, I suck at drawing. So what I wanted to do, since it's a lot easier for me to do than it is to doodle some embarrassing and possibly unclear sketches, is to use the models and pose them for the key frames. We already have the models with rigs, and I can always use placeholder models for things we don't have yet.

The problem is, I'm a bit stumped. I don't know where to begin. As I said in the beginning, I never used the camera, I never animated anything and I certainly never rendered anything. I know about the poser edit mode, but that's about it. Where do I start?

Just to give you an idea of what I want to do in the animated storyboard:

use existing models and pose them for key frames
use the camera a bit to move around, to show how the camera should move in the short
add a simple drawing for the parts that require detail that the models can't provide, such as very specific facial animations (one of my friends helps out in that)
use some sounds and music here and there
quickly render what I have as a video

Might be too much to ask here, but most tutorials I've seen go into waaaaay too much detail, as they (rightfully) assume the viewer will need that info. Is there a specific way to make a storyboard like that in Blender?

Yes, they are achieved through SCENES. Create a new Scene (which is like a giant collection of things) place everything in your settings, your render outputs, your render camera, your objects, duration (timeline) for each scene and thus creating SCENE 02, SCENE 03...etc..

For quick sketches and simple drawing you can use the grease pencil, that allows you to make markings in a 3 dimensional space.
Once you have set the timing, framing, layout of elements, etc..
CHANGE THE WORKSPACE TO VSE (Blender video EDITOR).
Hover the timelines and SHIFT+A (ADD A "SCENE" STRIP), and then choose the ones you have created.
THE VSE EDITOR MUST EXIST IN A NEW EXCLUSIVE SCENE (name it VSE SCENE) so that it can contain all other scenes.
The rest is up to you to edit, cut, trim SCENE clips, just like you would in an animated storyboard.


Change start time of camera following a path? I made a path and have my camera following the path (Shift + A: Curve->Path) based on a youtube tutorial and this question: Camera angle should follow path angle.

However the camera starts following the path at the very beginning of my animation and instead I want the camera to be stationary for the first part and then start following the path in the middle (time-wise) of my animation.  How can I achieve this?

I tried looking in the dope sheet and I see NubsPath and Evaluation Time but I don't really see how to adjust the start time.

When you add a Follow Path constraint to the camera and press the animate path button

the movement of the camera is controlled by the paths's evaluation time, which in turn is controlled by a generator modifier. If you select the path and open the Graph editor window you'll see a constant line that determines the movement of the path.

To alter the evalutaion time press N and look for the Modifers tab. You can change the in and out points of your path using the Restrict frame Range options. In this example the camera will start moving at frame 20 and stop at frame 100.
You might need to modify also the y= value and the In value to get a curve like this:

A different way to control the movement on a path is to add the follow path constraint but not actiavting the "animate path" option.

Then on the curve you can create key frames for the evaluation time. Go to the frame where  you want the movement to start type 0 as the value for evaluation time and I to create a key frame. Then move to the frame where you want the movement to end and type 100 and add a keyframe.
This time you'll see the keyframes on the curve and dopesheet windows.


How to make an effect strip stay on screen in the video editor? I have two visual tracks on screen at the same time, the main track that lasts 300 frames and an effect track that shows an animation in the top right corner. The effect track showing the animation is 160 frames. When the animation ends I would like the last frame of the animation to remain in that spot until the main track ends, but because the effect track is only 160 frames long the visual disappears after that. How do I make the last frame of the effect strip just stay there until the main track is done?

you could just make an image of your last frame and drag and drop this at the end of your shorter track. then just size it til the end of the other track. then add adjustment to adapt your wished size.


Is there anyway to create/terminate objects on an array, or have a render border per object? Or anything to this effect? I'm using an array on a curve to animate a section of chain. I need the chain links to appear at the start of the curve and disappear at the end. What is the optimal way to achieve this? Here are some examples I made.
The obvious solution is to simply loop a cyclic animation (which is what I did to make the examples). The problem is twofold. One, a single section of "loop" for a cyclic animation is long. And two, I have no place to hide the sections of chain that I don't want to be seen. The only solution I can think of is to apply the modifier stack, then keyframe the render toggle on each individual chain link when it reaches the start and end of the curve. There has to be a better way to achieve this effect.
I'll try to upload a .blend with a simple but similar set-up of my use-case.

Using the boolean modifier with intersect hides all geo outside of the boolean object's bounds.


Rigify: Unexpected deformation based on a given weight paint Okay, so I just ran into a weird problem I have no explanation for.I am used to the basics of skinning and weight painting bones to a certain portion of a mesh, but still I don't know what is going on in this case here:
I have a rig set up with blender's rigify add on (see the rig.blend file attached to this post). After creating the rig I parented my geometry with automatic weights which results in fairly good skinning most of the time. Anyhow, this time some deformation was weird, so I checked the weight painting and noticed some strange behaviour.
On the picture below you can see the skin weights applied for my DEF-forearm.R and my DEF-hand.R. From this picture alone I could expect a certain kind of deformation when rotating my hand for example ...

... but what I get is this ...

As you can see my upper-arm geometry is also deforming even though I only rotated my hand ctrl. The deformation bone for the upper arm didn't move at all but still the geometry associated with that upper arm bone is getting deformation from the hand bone.
I can watch this behaviour on all extremities within the rig.
Download the rig file here.

I think it's a usage issue, not weights of DEF-forearm.R and DEF-hand.R.
Because when I reduce the value of Rubber Tweak, it seems to work fine.


Collision not working after moving armature/setting different pose I have set up low-poly collision objects for the beard and the body. Both are parented to the armature with automatic weights and in the rest pose the collision is working nicely:

However, after moving my armature into a different pose, it seems to forget about the collision. Specifically, the beard collides as if the collision object did not move at all (still at its position in the rest pose) although it has visibly been moved as well.
What is happening here?

So I was able to find the answer for my problem: I parented the chest_collision object to the armature with empty weights instead of parenting it to a bone. Moving the armature would move the collision object like I wanted but the collision seems to be calculated based on the object's origin.

Sure enough, going into edit mode reveals it at the location of its origin:

Parenting the chest_collision to one of the neck bones fixed the problem!


Mapping a terrain evenly I haven't thought of it before, but is there a way to map a terrain evenly?
What I would do is subdivide a plane, asign to it a texture and then sculpt it to make it uniform. But, from the sculpting process the texture suffers as a result because it stretches as I sculpt. Here's what I mean (These are low poly examples just for demonstration, but with high poly count they can be made to look the same, but the texture suffers) -
What I do -

How I think should be done -

As I do it (image 3) if the terrain was flat, the texture will be evenly mapped along the mesh.

But on a bumpy terrain the texture will stretch (Image 4)

That wouldn't happen on an even topology (image 2).

Is this a topology issue or a mapping issue? Is there a solution for this?

Note - I want to map a terrain without squishing and stretching at all. Is it possible?

That wouldn't happen on an even topology (image 2).

Yes it would.

Sculpted surface has a larger area than the flat one, stretching is inevitable.

What you wanna do is to sculpt the surface first, then texture it with Clone Texture brush and bake the texture. That way it won't be stretched on the model but instead as a result it will be stretched/squashed in UV editor (which is fine).


Game properties break when pre-positioning pieces I have a game with a 3D board and game pieces. I have the board divided into tiles. When a player clicks on a piece and then a tile, the piece moves there. Right now, it's under construction, so the early primative pieces are floating around in space. All attempts to position the pieces in a starting set up, (this includes positioning by hand, and using the shift-s 'snap to'their  feature,) result in the tiles and pieces losing properties. I cannot select a piece, nor can I select a tile. The rotation of the board still works though.

If it helps to visualize, I made a shot video of my progress for my friends: https://www.youtube.com/watch?v=hwFA1MlgZGY

You have accidentally hit this button:

Which has disabled the manipulator. Not sure if that is the problem you are describing? Note that even with it disabled you can use the shortcut keys 'G' 'R' 'S' for grab, rotate and scale.

I have never heard of moving a piece removing it's game properties though.


Mirror Selected Faces Without Mirror Modifier I currently want to delete the mesh which is covering the eye sockets so that I can place eyes in. Because it is a human, the topology selection needs to be symmetrical. When I try use a mirror modifier (with clipping enabled), my mesh stuffs up. So does anyone know how to select mesh on both sides of the face with only selecting one eye. Btw this is a high poly face so I can't just select and hope for the best.
Many Thanks
Liam

Did you delete half of your mesh before mirroring? Enable the Auto Mirror add-on in User Preferences and try using that to mirror your object.


I see no weight but mesh still deform So this is either the weight is so small my eyes can't see it or bug. If it is the former is there a way to properly fix it? I even remove the weight in vertex mode by hand and somehow it still likes this

The Blender default color pattern for weight painting is bad. Nearly not weighted vertices displays as blue. But not weighted vertices displays also as blue.

In the Viewport Overlay options in the Weight Paint section turn the Zero Weights display from None to Active. That way the not weighted vertices will display black. And so you can see the trouble geometry with minimal weighting much easier.


Help with achieving the "Opposition Effect" in cycles I'm trying to simulate this effect in cycles with materials

This phenomena is called "Opposition Surge/effect", and is a result of the phase angle between a light source (sun) and the observer approaches zero. The effect is mostly seen on rough surfaces, as the shadows of said surface disappear when the observer is directly between the surface and the light source

This is something I've been trying to simulate in cycles with materials. Now this effect should in theory be achieved simply by creating rough physical geometry, however, it is not very practical for large scale scenes as the physical geometry takes up a lot of memory. Can anyone think of a way to simulate this effect within a material?

You can create dense geometry only where needed with Adaptive Subdivision and displacement in Blender. It's still an experimental feature, but seems to work quite well.


How do I export an object (that consist of many parts), so its different UVed meshes are preserved? I only know how to do a few things in Blender and I am stumped. I am trying to use Blender to convert fbx files so I can use them in another 3D program that has trouble importing fbx files. No matter what I try in Blender, e.g. clicking on the eyes to make everything but one item hidden and then try to export that item, etc. - it still saves the whole thing as 1 piece with no selectable meshes/UV’s that I can texturize in another program.

Currently I have to repeatedly reimport the FBX file, delete all the pieces except 1 and save it as an OBJ. Afterward, I have to reassemble all of the obj’s in my other program. This is doable, but a pain. There must be an easier way.

So in short, my question is this: How do I export the object, such as an apartment (that consist of many parts), so its different UVed meshes are preserved so I can texture them in another program? Please remember I am a nubby so be specific on how to do it. - thanks

There is a "Selected Object" Toggle in the FBX-Export Window and also in the OBJ Exporter Window, for only exporting the selected object.

Its possible that the other part of the problem is with the other programm, what other software are you using?


Can I transpose along a single axis and have the other frames in between move accordingly without damaging the animation If I have already set up a walk animation, is there a way to advance the total distance move without editing each frame's position, i.e. can I move all the bones along the Y axis at frame 40, and have the frames 5, 9, 15, 20, 24 and 35 all move accordingly without having to individually select all the bones at each frame and move them forward more? I would also like to know if I can copy the first 2 cycles and have them repeat or duplicated but have them, still moving forward instead of resetting position each loop. Here is the file if someone can help please.  He is for an animation in the scene not game so he needs to advance.

Use the graph editor, F-Curve View.

First select all Bones (Pose Mode) and all Objects (Armature in Object Mode) in the scene you want to manipulate, so that you see all Channels in the Left Panel of the Editor.

Then mark all Keys you want to move (e.g. Select -> After Current Frame)
Now you can move the keyframes with "G" and "X" on the X Axis (unit 1 is one frame).
ATTENTION! Ensure that no channel is marked as "not visible" (Eye closed)

If you want to move all keyframes of the scene, so turn off the Selection "Only include channels relating to selected objects and data"


Cycles spotlight creates fireflies on glass and glossy materials Its about spot light lamps in combination with Cycles Glossy and Glas Shaders. In this post i only make use of unchanged shaders "Glossy BSDF" and "Glass BSDF" from cycles.

The blend file is here: http://pasteall.org/blend/index.php?id=47499

And what i am trying to do is a simple Cycles setup using a camera, a flat cube and a spot light:

The Spotlight has Strength 300 with a spot shape size of 20 degree
The cube material uses Glass BSDF (Beckmann) with roughness 0.1 and IOR 1.45
The camera looks straight downwards
All items are aligned on the Z axis

This is the render result with 128 samples after about 15 seconds:

Now i want to get rid of the fireflies. I followed the recommendation to use more samples. I increased the number of samples from 128 to 1024 which created this image:

The downside here is that now the image renders in 2 minutes and actually the spot is not so much "spotty" but more "cloudy"

In the next experiment i increased the spot Strength from 300 to 1000 and now the flies are back:

Someone told me that increasing the lamp size will fix it. So i increased the lamp size from 0.2 to 1.0 and the flies are gone but the spot is again cloudy.

Ok, lets make a break here. Actually i am not even interested in the reflection on the glas surface (for now). I rather want to get the spot light passing the glass and travel further down to another flat cube that uses a glossy material (a mirror actually).

I change the setup a bit as follows:

So i now expect to see the reflection of the light spot on the lower plane, and indeed the spot is there, on the left side i see the reflection from the glas and on the right side i see the reflection from the lower plane (the mirror:

but ... fireflies are back :( Now i need some help out of this :) thanks for any hint!

Try using the denoise feature in 2.79.

Using the default denoise settings with your file at 1024 samples (and 100% resolution):

A different option without denoising is to modify the default glass shader (see :How to illuminate the darkness inside glass objects in Cycles?).

(1024 samples at 100% resolution)


How to launch a subprocess correctly from a blender script I want to launch a command unrelated to Blender (to launch an ffmpeg job) without freezing it during the execution of the cmd (currently using os.system() ) what is the proper way of doing this ?

Use Python's subprocess module.

This question is related and gives you some more details:

How to start a background process in Python?


How can I delete the same animation/curve channel from all selected objects? I'm trying to delete some specific channels from many objects. I select them but the dope sheet requires me to expand the Action and Transform menus from each object, then selecting each curve and delete. For example, I'd like to delete specifically the "X Location" channel from all selected objects, but from the UI I could only delete all axes from the location or delete a single channel from only one of the objects.
This is really boring, so I thought I'd use Blender's Python API to automate it. However, I'm very new to it and couldn't find how to show the channel's name to the user.
I'm starting with an operator that would scan all selected items' channels and present a list to the user to select which channel to delete from all selected objects. However, the furthest I got was to list those channels by their data_path and array_index. I have this so far:
for ob in bpy.context.selected_objects:
    anim = ob.animation_data
    for group in anim.action.groups:
        for channel in group.channels:
            print("Channel:", channel)
            print("data_path:", channel.data_path, "   array_index:", channel.array_index)
            print(ob.path_resolve(channel.data_path))

However, the array_index is not really user-readable. So, here are two-questions-in-one:
Can I delete a single channel from all selected objects?
and
How can I present an FCurve's user-readable name to the user, if it is possible without hard-coding?
By the way, I remember that Blender is now translatable, and it seems the path should be in that direction, but I couldn't find it yet.

Find and remove
The fcurves collection of an action has a method to find fcurves from data path and index, and a remove method.
The same action can be linked to multiple objects, so will use a set to find all the actions' fcurves.
There really is no need to look at the group, location x keyframes have data path 'location' and array_index 0.
Test code. Since you mention you are going to convert this to an operator have added the context variable context = bpy.context  Once test code works, lose this and use the context argument passed to operator/panel methods, when pasting into operator code.
import bpy

context = bpy.context

data_path = "location"
index = 0 # location.x or location[0]

#objects = bpy.data.objects # all
#objects = context.scene.objects # all in scene
objects = context.selected_objects # selected

all_fcurves = set(
    o.animation_data.action.fcurves for o in objects
    if o.animation_data and o.animation_data.action
    )

for fcurves in all_fcurves:
    fcurve = fcurves.find(data_path, index=index)
    if fcurve:
        fcurves.remove(fcurve)

for bones the data path is akin to
'pose.bones["Bone"].location`

in which case to find  x location keyframe it could be simpler to replace the find method with
def find(fcurves, data_path, index):
    x = [fc for fc in fcurves
         if fc.data_path.endswith(datapath)
         and fc.array_index == index]
    return x.pop() if x else None

Thanks, I can use your answer later, but you missed the exact point of
my question. I do not know that the user will delete specifically the
X Location channel. Instead, I want to present a list of channels from
all selected objects to the user, so that he will select, for example,
"I want to delete the Z Location from all selected objects". However,
I could not find a way to convert location[2] to "Z Location".

Re-read the question appears to be a pretty good attempt at an answer to part i. Generally the idea is to have one question per question , re part 2
Can get the name of the property via the "RNA" eg if an object has an fcurve with datapath "location" or "rotation_euler"
>>> C.object.bl_rna.properties['location'].name
'Location'

>>> C.object.bl_rna.properties['rotation_euler'].name
'Euler Rotation'

>>> C.object.bl_rna.properties['rotation_euler'].subtype
'EULER'

>>> C.object.bl_rna.properties['location'].subtype
'TRANSLATION'

As for the axis name from index, have asked this question Python RNA getting the names of Vector axes. (eg "g" is color[1])
>>> index = 0
>>> "XYZ"[index]
'X'

and as for your third question, with espanol selected as language.
>>> bpy.app.translations.pgettext("Location")
'Posición'

consult the docs.  https://docs.blender.org/api/current/bpy.app.translations.html#module-bpy.app.translations


How to modify the uneven space between separate loop cuts, while they are already cut? While I noticed how to entirely remove edge loops (by dissolving) and simply creating them anew.
I'd like to know if there's a way to modify the amount of space between each and between specific of the CTRL+R cuts without cutting anew?

The shipped add-on Loop Tools > Space will space a selection of vertices evenly over the selected range on a single loop. To space the parallel loops in the same move, make the selection on one loop, as shown, and check 'Parallell (all)'. If the points lie on a curve, the tool can make a cubic interpolation to approximate the new positions of the moved points, if you choose.

An edge loop is an end-to-end chain of edges on one side of one, or between two, chains of quad faces. It's what you get when you Alt right-click a single edge in Blender. Alt right-clicking is a good way to test that your mesh is well-formed. If the selection doesn't run where you expect it to, it indicates there is something wrong where the selection stops or diverts; a double vertex, or internal face. (An edge ring is a set of parallel edges along a chain of quad faces - it's what you get when you CtrlAlt right-click a single edge).

In your particular case, you would make a selection of vertices like the ones circled in yellow, all on a single loop. You can probably make that selection more reliably in vertex mode. With 'Selection' set, those vertices would be spaced evenly along their edge. With 'Parallel' set, the vertices on parallel loops (the visible ones circled in red) would also be spaced evenly in their respective ranges.

If you select vertices on another loop, such as the ones marked in red, the tool will fail - it won't know along which loop you want the vertices to be spaced. Horizontal, or vertical?


how to make constant, looping animation? I just want to make some object rotate in a loop, with no interpolation curve things making it "smooth", just want it to go at the same speed all the time. How do I do this? I've made some keyframes but it always slows down/stops for a really short time at the end..

Ok there are multiple reasons why this could be happening.
The first one is: You dont have linear interpolation
The fix for that is:

Go into the Graph Editor
Press V and select Vector

The second one is: your animation ends on the wrong frame or starts at the wrong frame. Make sure your last keyframe which is the same as the first one is never actually shown (or the other way round), because when it is, you have 2 exactly equal frames played in sequence. In practice that means you have to either put your first keyframe at frame 0 and start on the frame 1 and end at the last keyframe. Or you put your start and first keyframe on frame 1 and set the end to be 1 frame before the last keyframe.


Image Overlay out of Sync with Timeline after Rendering I am trying to overlay some images onto a video at certain times. When I watch the preview the images are showing up at the right time, but after rendering the images are appearing before they are supposed to. There is still a pause between images being shown, but they start to appear too early. It gets worse as the video goes on. Is there a way to sync up the images to the timeline? I'm trying to avoid offsetting the images in the timeline to account for the offset during rendering.

Too bad you have spent all this time on something that blender is not good at.
Here's the issue: the framerate reported is a non standard one (let me guess, the video file is a recording of some game or online video, or video from an android phone).
Some software recorders put out a variable framerate to make the file smaller and not to choke the computer for other apps.
But blender cannot deal with video files created like that correctly, as it needs each frame at the same timebase (framerate).
You would need to transcode the video into a stable framerate that matches that of your desired output so that blender can deal with it correctly.
It is not popular in this site when someone says that the VSE in blender is not a robust tool, but what you are experiencing is the result of that.
So you have two choices: conform your video to a single stable framerate, or use a different video app that can handle your file as is.