Colour ramp that remains constant in meshes of different sizes

You need to define common scale and coordinates that are independent of the other objects dimensions.
If you add an empty to the scene, you can use it to control the sizing, so that the gradient remains constant regardless of the dimensions of the object.
In this example 3 different cubes of different sizes have the same material.

It doesn't have to be an empty, it can be any object.


I don't know why the 'Slow Parent' is causing a change in scale - intuitively that just doesn't make sense. Perhaps it's worth logging it as a bug report.

However, you can achieve the same effect using Drivers, using a Scripted Expression to define the relationship between the two objects.

To set this up, right-click the Rotation field in the properties panel (N) and 'Add Driver'. This should make the field turn purple to indicate the presence of the driver.

Swap to a Graph Editor window and change the mode to 'Drivers'.

Select your driver and you should see a variable ('var'). Add a second variable and set each variable to the relevant property in each object. In my example I have each set to 'rotation_euler1' for each of Cube and Empty.

Set the scripted expression to '(var * 6 + var_001)/7 if frame>1 else var_001'. This expression uses a conditional ('if .... else') to set the property to the value of 'var_001' on frame 1 or to the weighted average of 'var' and 'var_001' for any subsequent frame.

NOTE : You may need to set the 'Auto Run Python Scripts' in the User Preferences to enable 'Scripted Expressions' in Drivers if not already set.

This produces the following result :

To get the child to follow the parent more or less closely you can adjust the values in the weighted average. For example, '(var + var_001)/2 is an 'unweighted average', '(var * 2 + var_001)/3' is more weighted towards 'var', (var * 3 + var_001)/4' is even more weighted towards 'var'. To generalise, set it to '(var * A + var_001 * B)/(A+B)' and adjust A and B as desired.

Blend file :


The problem was caused because of the compositing pipeline what I did was just unchecked the use nodes checkbox and boom, Finally the render I desired.

If uses these render setting for transparent video render

Blender Version: 2.79c

Render Engine: Cycles

Render Format: .mov (quicktime)


How do I set the read-only 'frame_duration' property of an image sequence with Python?

frame duration is a calculated value and cannot be set directly.

frame_duration = frame_end - frame_start

In order to change the frame_duration of the sequence you need to change the frame_start and/or frame_end. This makes sense as Blender cannot decide for you which frames you don't want to see (cut from the start or cut from the end, or from the middle, or ....).

# cut the start of the sequence
desired_frame_duration = 50
img.frame_start += img.frame_end - desired_frame_duration

# cut the end of the sequence
desired_frame_duration = 50
img.frame_end = img.frame_start + desired_frame_duration


Ugly UV unwarpping in a simple case. What I'm doing wrong?

Reselect all your faces and try Smart Uv Project


Materials only solution

Create a cube
name it cookie cutter  (Optional)
Give it this material:

Apply this material:

to the background plane, and position cookie cutter to make the hole.

Note: When the camera looks through the cookie cutter at the plane, the plane will be transparent, so make the cookie cutter narrow. It may also be affected by other objects, so be careful.
Texture + Material Solution

Apply this material to the background plane

In the top image node, give it a black and white image, where it is white, there will be a hole.

Note: This is very robust, but can be a huge pain if you start moving your objects.


First cut the part of the skull that is sticking through the plane using the bisect tool:
Then delete the rest of the faces so you're left with only the part you need to measure:
Join up all the edges to get a plane, and then delete everything else so only the plane you made is left.
Lastly go to user preferences and activate the 3d printing addon (found under mesh) and it will tell you the area of your plane. I would add more screenshots, but i can only post 2 since i dont have enough reputation.


Make sure you tick the Mesh checkbox in the physics panel of your liquid simulation and then click on bake mesh


Co linear Edges

below is a script that returns all co linear edges from a set of input edges. Two edges are colinear if they share a vertex and the edge vectors are parallel (dot product of normalized vectors is one)

The method edge_line_segments(...) takes as its arguments, the bmesh, a list of edges from that bmesh and a tolerance angle for how far from parallel the edges can be.

The return dictionary has a key "segments" which is a list of edges in each line segment.

import bpy
import bmesh
from math import sin, radians

def tag(iterable, value):
    for x in iterable:
        x.tag = value

def vec(e):
    v0, v1 = e.verts
    return (v1.co - v0.co).normalized()

def parallel(e1, e2, tol_angle=0):
    return abs(vec(e1).dot(vec(e2)) - 1) <= sin(tol_angle)

def line_select_extend(edge, v, tol_angle=0):
    edges = []
    while v:
        segments = [e for e in v.link_edges
                if not e is edge
                and e.tag
                and parallel(e, edge, tol_angle)]
        if segments:
            edge = segments[0]
            edges.extend(segments)
            v = edge.other_vert(v)
        else:
            v = None
    return edges

def select_segment(edge, tol_angle=0):
    v0, v1 = edge.verts
    edges = line_select_extend(edge, v0, tol_angle)
    edges.reverse()
    edges.append(edge)
    edges.extend(line_select_extend(edge, v1, tol_angle))
    return edges

def edge_line_segments(bm, edges=[], tol_angle=0):
    ret = {"segments" : []}
    tag(bm.edges, False)
    tag(edges, True)
    edges = set(edges)
    while edges:
        segments = select_segment(next(iter(edges)))
        ret["segments"].append(segments)
        edges -= set(segments)
    tag(bm.edges, False)
    return ret

To use.

Test script below to run in edit mode.  Calls method with  boundary (perimeter edges), sorts the segments by length, selects the edges of the longest segment and writes a report to system console.

context = bpy.context
ob = context.object
me = ob.data

bm = bmesh.from_edit_mesh(me)
perimeter = [e for e in bm.edges if e.is_boundary]
ret = edge_line_segments(bm, edges=perimeter, tol_angle=radians(5))
segments = [(sum(e.calc_length() for e in s), s)
        for s in ret["segments"]]
segments.sort(key=lambda s: s[0])

for i, (length, edges) in enumerate(segments):
    print("linked segment %d edges length %.3f" % (len(edges), length))

    for e in edges:
        e.select = i == len(segments) - 1
        print("\t edge %d len %.2f" % (e.index, e.calc_length()))


How to make x-axis mirror work on newly created bones? (2.79)

In order for the Mirror Option to know what it should mirror, you need to name the bones according to some guidelines on the wiki (https://docs.blender.org/manual/en/latest/animation/armatures/bones/editing/naming.html). There are also Tools to for example flip the side in the name or mirror bones and their names. You find them in the Armature Menu > Names.


How to save unused data (materials, images, meshes... etc)

Click the F icon:

This adds a fake user which acts like an object using the material, preventing it from being deleted.

See the reference manual page on the topic.


Assuming there is head-mesh there already, you can subdivide the head-mesh further and start adding in details.  The weights get interpolated into the subdivisions, so you won't have to re-animate, re-weight-paint after sub-dividing.

How to sculpt a realistic head is out of the scope of this question, but suffice to say there are plenty of resources on learning that.


Undo and Redo on Macbook not functioning

On Mac OS X the keyboard shortcuts for undo and redo are CmdZ and ShiftCmdZ, consistent with other applications on this operating system.


How to create eyeballs holes without messing up the mesh and the topology?

You need to create more mesh lines around the eyes in order for there to be more points that Blender can use to maintain the form. Each vertex is a point on the mesh that Blender uses to calculate the surface area, so if you have too few vertices, it can only calculate the shape based on those few points. Add more mesh lines and use the vertices on them to give Blender more points to work with.

There are many ways to add more mesh. Listing them here is not possible. Play around with the various mesh tools and consult the documents for explanations on how to use them.


From the properties panel to the right of the viewport in your screenshot, the mesh is rotated 90 degrees around the X axis. The dimensions are shown as local to the object, so what you’re seeing in the scene is the object after the rotation. Rotating around X will effectively swap the Y and Z dimensions - so ‘Y’ is the height of the figure.


How to compose a rotation matrix with Euler Data?

As mentioned by Duane It probably has something to do with your units.

The Combine Euler node supports composing eulers from degrees as well as radians, check the documentation:

It is worth mentioning that parsing can be easily done in Animation Nodes as:


Did you try proportional editing mode? If not, that might be worth a shot. Rough outline of how I would go about it:

Bridge the edge loops (works best if both loops have the same number of verts)
Do several loop cuts on the face loop added to create the bridge
Turn on proportional editing mode and set it to "Sphere" or "Smooth"
Select the inner most ring of the loop cuts
Grab and move or scale the selected loop


FBX seems to be empty when imported into Blender

You cannot open a .fbx file using Blender.

You must create a new file and import that .fbx file.

In your case, the Blender is opening the default scene instead.


my sculpting tool is kind a hard to use, anybody knows how to change?

I didn't understand your question. Are you looking for better affordable options than stylus? I recommend you the wacom intuos pen & touch art. But unless you just want to sculpt in blender or to digital painting you will rarely need it I guess. I have the small model and I can't complain.

watch these:
https://www.youtube.com/watch?v=AW79bRD6aj0&t=57s
https://www.youtube.com/watch?v=-fEFbzKz8-g


Subdivide faces of Object to a minimum distance of vertices

Using "remove Double" after subdivinding multiple times did the job, thanks @Jaroslav Jerryno Novotny!


I don't know how to do that and keep it in an array modifier, but here's a workaround: Drop the array and duplicate the tile in the Z direction. Select the tiles you want to randomize, then go to Object > Transform > Randomize Transform. The controls will appear in the toolshelf T.

Also:

There was some activity toward improving the existing array modifier in this way a few years ago, but it never got to the trunk.

Here's the story on Blender Nation: http://www.blendernation.com/2012/01/05/advanced-array-modifier/

And here is a build for it on GraphicAll: http://graphicall.org/537

You could model with that, apply the modifier, then continue working in your preferred version.


Here's what was happening. I made the body itself the emitter, which is very high poly, and had a large deflect emitter distance. There were actually about a thousand hairs, each of which was being calculated against every single vertex in the body.


Your problem is that you are looking at coordinates set to local. Blender is generating those coordinates based on the distance of the selection from the origin of the object, and not the center of the scene. If you set your coordinates to global the numbers will be generated by calculating the distance of the selection from the center pf the scene.

You can set the coordinates to Global by pressing this button.


Need help setting up lighting for a render like this.

Basic setup

First, make the world background black, then add a single light because in your image there is no light whatsoever in the shadows.

Position/Orientation

The position of the light will depend on the type you will use, e.g., for a sun lamp the position doesn't matter. Approximate orientation can be determined by examining the shadows and highlights on the chin and hair regions. See in this picture how the shadow around the chin (relatively smoothly curving surface) is left of the center of his chin and the highlights in his hair extend to the right of the midline through his face.

Example 1

In this case, I used a single area lamp with a size of 1. You can see that with the more finely detailed model due to texturing, the lighting looks better than in the next example because of the finer shadows.

Example 2

In this case, I used a sun lamp, but of course, you could also use a spot, point, area, or even a mesh light.

Extras

You can adjust the lamp size to change the how blurred or scattered the shadows are.
If you want any ambient light to show on your object (which is not in your picture), you can change the strength of the world background based on if a ray is coming from the camera.

If you want more photorealistic light behavior, get Filmic.

The models that I showed in the demos are available on Blend Swap here and here. You can download the rendering setup for the skull project that I edited here:


Blender python - edit custom property of a specific object

You need to :
Make sure your object is actually named "Object" (case sensitive)
And the correct syntax to display a custom property would be :
row.prop(obj, '["custom_property_name"]')


I would start with:

Surface: Principled BSDF
Roughness: 0
Transmission: 1

In the material settings, enable Screen Space Refraction

In Eevee:

Enable Screen Space Reflections and within that, Enable Refraction

The last step is to go back to the material and set the IOR (Index of Refraction) from 1.45 to 1.00.  That will make the material completely transparent like glass.

Then, adjust the Metallic value of the material to give you that mirror-like reflection you're looking for.

Finally, to get the irridescence click on the dot to the right of the Base Color and select Noise Texture.  Set the Dimension to 3D, and adjust the Scale, Detail, and Distortion to your liking.  I found Scale = 2.5, Detail = 1.0, Distortion = 0.1 worked pretty well.

You can dig into this further by going into the Shading Editor and working with this directly with nodes, but this approach gives you what you're looking for without getting into that detail:


You will want to use the sub surface scattering shader (SSS). or the faster and less accurate translucency shader.

Here is Suzanne with a SSS shader applied, and a very bright light behind her:

The small scale causes the light to spread less far within the object. I set the radius to 1.0,0.6,0.6 to give the light the red cast.


Change an Object's Material to another Material with Python [Pic Attached]

bpy.data.objects['Paper_obj'].data.materials[3] = bpy.data.materials['PaperTopRed']

The above should be the general answer.

However, what if I do not want to use the slot number but would like to target "PaperTopYellow" and replace it with "PaperTopRed"?

Sometimes, the slot number for "PaperTopYellow" may not be 3 but 2 instead.


How to fix face smooth after using Boolean modifier?

Switch to Edit Mode
Select the vertices you want to smooth using shift+right click
Select Smooth Vertices from the Tools menu


You can add sound to your animation by using a sound actuator found in the logic editor. First you need to have the sound file(s) downloaded then you can go to bge's logic editor and add a keyboard sensor, assign a letter to the sensor(this is the letter on your keyboard that you will have to press for the animation and sound to start) connect it to an 'and' controller and then add a sound actuator, click on open and choose the file that you downloaded earlier, also you should have an actuator that starts your animation when triggered, connect the 'and' controller to the sound and animation actuators and it should work.

Since I have never actually used a sound yet and don't know what does every setting do. You should take a look at this https://wiki.blender.org/index.php/User:AnOrdinaryKitten/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Sound/ and check or try which one you need.

Hope this helps :)
Btw your english is fine.


How can I create a hollow sphere with regularly spaced holes?

Instead of the shrinkwrap, there's an older but more precise tool to turn verts into a sphere.

Put the 3D-Cursor where the center of your sphere whould be
Select all verts
Hit Space, type 'to sphere' or press AltShiftS, select that tool and hit 1, Return to make it completely spherical. Most subsurfed spheres aren't really precise, so this tool changes that.

Here's my approach to this:

Making the cookie cutter

Create a mesh that has faces where you want the holes to be (I).
Parent a Cylinder to the Sphere and enable Duplifaces for the sphere (II)
Scale the Cylinder to the desired width
Select the sphere and hit CtrlShiftA to make the duplis real.
Select all Duplis and Shift-Select the middle one, then hit CtrlJ to join them into one single mesh

Making the sphere

Make a sphere to your liking. I used an Icosphere with applied subsurf modifier and 'To Sphere. While in Editmode I gave it depth by duplicating it, scling it in and flipping the normals, so the boolean modifier will be happy.
Put the Cylinder object right where your sphere is and scale it so the cylinders intersect with both inner and outer surface of the sphere. Save your file.
Give the sphere a boolean modifier, set it to Difference and put the cylinder mesh in the Object field to perform the task.
Hit Apply.
Delete, hide or move the Cylinder mesh
Give your sphere an Edge Split modifier and set the shading to smooth.

The advantage is that it works with irregular shapes too.
Try this to get close to the example image
(Bevelling like Mark did is much faster. Do it like he suggested and skip to the bucky ball.)
Start with a level one icosphere

Subdivide it twice

Select one corner vert and use Select (or ShiftG) >> Select Similar >> Amount of Adjacent Faces

Dissolve the verts with X >> Dissolve Vertices.

Enter Face Select Mode.
Select one pentagon and this time use ShiftG> Select Similar >> Polygon Sides.
Invert the selection with CtrlI

Get rid of the excess faces with X >> Limited Dissolve

Select everything and hit the Smooth vertex button a few times. (This is the point to which you could jump if you followed Marks Tutorial. My approach is pre-vertex beveling)
In vertex select mode, subdivide two times. This extra topology is useful to get a round sphere.

Inset individual faces (II)
Delete the big faces with the help of ShiftG> select similar.

Subdivide again. Select everything and use AltShiftS> To Sphere with factor of 1.0

Extrude it four times and scale inwards each time.

Give it a subsurf modifier and enjoy the result.


only PART of a spherical mesh not rendering uv texture

One eye geometry is invisible in the viewport (eye outer), but visible for rendering. Open the Outliner and pay attention to the little eye and camera icons next to your objects. The eye makes an object appear in the viewport (and in rendered viewport display), the camera activates/deactivates an object for final rendering (F12 or animation rendering).

To make your eye inner geometry fully show in final render, you can either click the camera icon of eye outer and make the object disappear, or you can give it a glass shader and let the texture of eye inner show through.

In the viewport, you can use the shortcut Alth to bring back all hidden geometries and objects.


How can I have a strong emission object without it turning white?

Technically, Cycles is correct in making it look white.  Because it's so bright, the camera is overexposed and it comes out as white.  If you try to take a real picture of a light bulb, depending on how you set the exposure, the light will appear white instead of yellow.  If you put your light in an actual scene, it will cast a teal glow.

If you want to make it appear teal, the most accurate way to do that would be to use a glare on the fog glow setting in the compositor to make a teal halo around the light.

Also, unless the entire object is glowing, it might look more realistic if you just set a small portion of the light (such as a filament in an incandescent light) to actually glow, it will cast bright teal light on the rest of the light and make it clear that the light is teal in color. (Just note that Cycles doesn't do a very good job if the light is inside a glass bulb)

If the entire thing is supposed to be glowing, depending on what look you're going for, you could try using the Principle Volume shader to make the emission rather than an emission shader (i.e. turn it into a glowing volume rather than a glowing surface).  That way, places on the edge would be duller and glow teal rather than white.  Note that this may negatively affect render times, and the effect honestly didn't look as nice as I was hoping in my example.  But maybe you could try it.

One final "cheating" way to make it look teal is to give it a week, teal emission for any rays coming from the camera but a strong, teal emission for all other rays so that it looks teal to the camera but still gives off the same amount of brightness as before.  The way you could do that is by mixing a strong and a week emission shader together with a factor dictated by the Light Path node "Is Camera Path" option.


The mesh isn't moving together/ as fast as the bone

If you use Vertex Group in Armature Modifier, be sure Weight Paint of the object is absolutely red.

Or leave Vertex Group field empty.

Be sure other bones (small one) doesn't have influence to the object. Select Armature + Object, switch to Weight Paint mode and click on other bones to see if object is completely blue.
In your case Delete Armature Modifier called "Armature".


How to Texture Paint on an Object using Local Symmetry of Another Intersecting Object?

I saw a Kent Trammel video on youtube that partially gave clues to how this might be possible, so I set up a basic scene in 2.8 to try my hand at applying the sculpting workaround to Texture Paint. You can see the normal symmetry painting there in the first screen.

I then turn on Face select mask mode and select the faces I want to paint on.

I go to edit mode and shift-s snap cursor to selection(this is where we will bring in another object as a helper)

I then scale the Plane object down once we have it in place - the local coordinates of this object are what we will use to get our symmetry set up.
I modified the plane in edit mode to extrude after creating the two loopcuts - these will be a cross that will help see the center of symmetry.

Select your paint object and then shift-select your helper object(the plane) and join them(ctrl-j)You will lose subdivision modifier, and will need to add it back before painting.

In edit mode, select the edge of the helper mesh and select linked(L) to select all of it, and use separate by selection.

Set the Helper object to Wire draw type in the Object Properties, and you can also turn off ability to render it in the Outliner.

Select your paint object and return to Texture Paint mode (Face Select Masking on to avoid painting on the opposite side of the object) and paint your desired design - here i test with just a cartoon face, as if Suzanne has a poorly made tattoo on her face like a rap artist. Painting one side of the cross hairs gets me the symmetrical result on the other side based on the helper object's local orientation.

After you are done, you can turn off Face Select masking and go back to Object mode and apply Location, Rotation and Scale to return the object origin to center of the paint object.


Another way this can be done is to add a circle, then in edit mode, duplicate it and move the two pieces, so they are on either side of the origin (equally distant):

From here, just add a Screw Modifier. You need to increase the "screw" value to make it stretch upwards. You can adjust the other values to your liking:

You can adjust the size and shape of the helix by adjusting the size and shape of the two initial circles, as well as their distance from one another. You can also play with the screw angle to adjust the "tightness" of the helix. More turns may require you to increase the number of "steps" to keep the curves smooth:

If you want to curve the whole object into a ring, you can do so by using a Bezier Circle and a Curve modifier. First make sure you have access to the Bezier Circle by going into User Preferences > Addons and search "curve" to enable the " Curve Tools" addon. (This may or may not be necessary to access the Bezier Circle - I have had the addon enabled for so long, I can't remember if the circle is there without it)

Once this is done, the Bezier Circle should appear in your Add menu. Add one to your scene:

Scale the curve in edit mode to an appropriate size (I did 20x based on my initial mesh size), and rotate it in Object mode by 90 degrees so it lines up with your helix:

Add a Curve Modifier to the Helix object, and select the Bezier Circle as your curve object. You can see I needed to increase the iterations of the helix as well to make it fit better (I know it's not perfect - we'll fix that):

To make the ends "meet" properly, you will have to fine tune the values of the Screw modifier. You can see I had to go a bit off the 720 degree mark and increase the height a little to make the ends match perfectly. Make sure you have merge checked as well.

After that, you can apply the modifiers if you want to, and then you can delete the circle as well (also if desired). You can also do a merge-by-distance just to be safe, but things should be fine already if you matched it right.


Texture tab seemingly missing in Blender 2.8

This entire saga was stupid, but I'm posting the answer because I don't want anyone similarly confused to be lost if they try to google it.

I was in edit mode, and as of Blender 1.79 and later you can't add a texture in edit mode.  This is a new and honestly pointless restriction, but if you go into object mode it should be accessible.


How can I setup a Material in Cycles for Z-Transparency?

Use a Mix shader as the last node before the Material Output.   feeding it the hair material (diffuse shader or whatever) in the lower input, a Transparency shader in the upper, and the image texture's alpha into the Mix's "fac" input.


How do I do a third person camera in the Game Engine?

# Third Person Camera - Made by Mobious

import bge
import math
import mathutils as mathu

# constants
# Feel free to tweak these.
SENSITIVITY = .003      # mouse sensitivity
S = .8                  # mouse smoothing
INV_X = 1               # invert x-axis
INV_Y = 1               # invert y-axis
MAX_DIST = 25.0         # maximum distance from player
MIN_DIST = 5            # minimum distance to obstacle or player
DRCAP = .5              # distance restore speed cap
RSMOOTH = 20            # camera range smoothing
FSMOOTH = RSMOOTH / 3   # front obstruction smoothing
ZSMOOTH = 13            # zoom smoothing
LRSMOOTH = 10           # camera LR smoothing
ZOOM_STEP = 1.3         # distance to zoom on mousewheel
Z_OFFSET = 1.0          # Z offset from player
HOR_OFFSET = 80.0        # Horizontal offset factor
MIN_ANGLE = math.pi/20  # minimum angle camera can be from verticle
PROP = 'block_camera'   # property that block camera

# Change 'Player' to whatever object you want the camera to track
scene = bge.logic.getCurrentScene()
player = scene.objects['Player']

# controls
ZoomIn = bge.events.WHEELUPMOUSE
ZoomOut = bge.events.WHEELDOWNMOUSE
ToggleLR = bge.events.MIDDLEMOUSE

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    mouse = cont.sensors['Mouse']
    rear = cont.sensors['rear']
    front = cont.sensors['front']

    # initialize vars
    if 'x' not in own:
        own['x'] = 0.0
        own['y'] = math.pi / 3
        own['dist'] = MAX_DIST
        x = bge.render.getWindowWidth() // 2
        y = bge.render.getWindowHeight() // 2
        own['size'] = (x,y)
        bge.render.setMousePosition(x,y)
        own['zoom'] = MAX_DIST
        own['oldx'] = 0.0
        own['oldy'] = 0.0
        rear.range = MAX_DIST
        front.range = MAX_DIST - MIN_DIST
        rear.propName = PROP
        front.propName = PROP
        own['LR'] = HOR_OFFSET
        own['LRinv'] = 1
        return

    # check and correct for camera obstructions using smoothing
    # obstacle in front of camera
    if front.positive:
        dist = own.getDistanceTo(front.hitPosition)
        if (own['dist'] - dist) > MIN_DIST:
            own['dist'] -= (dist + MIN_DIST) / FSMOOTH

    # obstacle behind camera
    elif rear.positive:
        dist = own.getDistanceTo(rear.hitPosition)
        if dist > MIN_DIST:
            if own['dist'] - own['zoom'] < 0:
                own['dist'] += (dist - min(MIN_DIST, own['zoom'])) / RSMOOTH
        elif own.getDistanceTo(player) > MIN_DIST:
            own['dist'] -= min(MIN_DIST - dist, own['dist'] - MIN_DIST) / RSMOOTH
    elif own['dist'] < own['zoom']: # restore max distance
        dist = (own['zoom'] - own['dist'])
        own['dist'] += dist / ZSMOOTH
    if own['dist'] > own['zoom']: # zoom in
        own['dist'] -= (own['dist'] - own['zoom']) / ZSMOOTH
    front.range = own['dist'] - MIN_DIST

    # mouse movement
    xpos = own['size'][0]
    ypos = own['size'][1]
    x = INV_X*(xpos - mouse.position[0])
    y = -INV_Y*(ypos - mouse.position[1])
    x *= SENSITIVITY
    y *= SENSITIVITY

    # smooth movement
    own['oldx'] = (own['oldx']*S + x*(1-S))
    own['oldy'] = (own['oldy']*S + y*(1-S))
    x = own['oldx']
    y = own['oldy']

    # center mouse in game window
    bge.render.setMousePosition(xpos,ypos)

    # zoom controls
    keys = bge.logic.mouse.events
    keys.update(bge.logic.keyboard.events)
    if keys[ZoomIn] and own['zoom'] >= MIN_DIST + ZOOM_STEP:
        own['zoom'] -= ZOOM_STEP
    elif keys[ZoomOut] and own['zoom'] <= MAX_DIST - ZOOM_STEP:
        own['zoom'] += ZOOM_STEP

    # update angles
    inv = False
    own['x'] += x
    own['y'] -= y

    if own['x'] > math.pi:
        own['x'] -= 2*math.pi
        inv = True
    elif own['x'] <= -2*math.pi:
        own['x'] += 2*math.pi
        inv = True
    if own['y'] > math.pi - 2*MIN_ANGLE:
        own['y'] = math.pi - 2*MIN_ANGLE
    elif own['y'] < 0.0 + MIN_ANGLE:
        own['y'] = 0.0 + MIN_ANGLE

    # LR toggling and smoothing
    if keys[ToggleLR] == 1:
        own['LRinv'] *= -1
    dist = own['LRinv']*HOR_OFFSET - own['LR']
    own['LR'] += dist / LRSMOOTH
    dist = own['LR'] / math.pow(own['dist'], 2)

    # calculate and set new camera position
    own['tdist'] = own['dist']*math.fabs(math.cos(math.pi/2 - own['y']))
    zshift = own['dist']*math.sin(math.pi/2 - own['y'])
    z = player.worldPosition[2] + zshift + Z_OFFSET
    yshift = own['tdist']*-math.cos(own['x'])
    y = player.worldPosition[1] + yshift + dist*math.sin(own['x'])
    xshift = own['tdist']*math.sin(own['x'])
    x = player.worldPosition[0] + xshift + dist*math.cos(own['x'])
    own.worldPosition = [x,y,z]

    #set new camera angle
    vec = mathu.Vector((own['y'], 0, own['x']))
    own.localOrientation = vec


How to cut out holes nicely, without applying subsurf modifier (in the correct topology order)

The way I would approach this is:
Make the cylinders with as few sides as possible. then add the boolean modifier before the subsurf. And apply it.

Additionally, you should move your surrounding geometry so that it "encompasses" the 3 holes. That way, when you apply the modifier, all the weird lines are going to be in the small space surrounding the holes.
If you can't change your geometry, then try adding a loop cut to do the same thing.
Hope this helps!


Read the navmesh attribute of the SCA_SteeringActuator.


How to disable different undo history for Edit Mode and Object Mode?

Yes, you can change the Undo behavior, but it has some implications.
From the Manual:

Global Undo
This enables Blender to save actions done when you are not in Edit Mode. For example, duplicating Objects, changing panel settings or switching between modes.
Warning
While disabling this option does save memory, it stops the redo panel from functioning, also preventing tool options from being changed in some cases.
For typical usage, its best to keep this enabled.

To ease the pain of the normal mode, there is an Undo/Redo history which may allow you to recover accidentally undone actions.
Again, from the Manual:

Undo History
There is also a Undo History of your actions, recorded by Blender. You can access the history with Ctrl-Alt-Z.
Rolling back actions using the Undo History feature will take you back to the action you choose. Much like how you can alternate between going backward in time with Ctrl-Z and then forward with Ctrl-Shift-Z, you can hop around on the Undo timeline as much as you want as long as you do not make a new change. Once you do make a new change, the Undo History is truncated at that point.
Repeat Last
The Repeat Last feature will Repeat your last action when you press Shift-R.
In the example Images below, we duplicated a Monkey Mesh, and then we moved the Object a bit. Using repeat Shift-R, the Monkey was also duplicated and moved.
The Repeat History feature will present you a list of the last repeated actions, and you can choose the actions you want to repeat. It works in the same way as the Undo History, explained above, but the list contains only repeated actions. To access Repeat History, use F3.


How can I check if a wheel of a vehicle collides with the floor?

1) Make the vehicle dynamic in the physics tab. And make the ground static.
In both of them activate the collision bounds under the same tab.
Afterwards press Game --> Show Physics Visualization
Now when you press P you are gonna see the collision boxes and when the vehicle drops to touch the ground the vertices that touch it are gonna become yellow.

2)Else add a collision sensor to the vehicle and select the material option and there add the material of the ground. You can just order a python script to print "Touch" everytime the sensor is positive.

3)Else add the same sensor as in (2) and also add a property. When the vehicle touches the ground have the property's value to change and make it visible during play time by activating the  (!) next to the property and the Game --> "Show Debug Properties".


Possible to connect an actuator to a Python controller in BGE?

It depends on what you want to do with the python controller. It can just be triggered and do something, but it can also read the data of sensors and activate actuators. It doesn't matter though if your controller is in Module mode or in Script mode. Also scripts don't return something (no matter in which mode they're running). They only read data and manipulate.

Controller

But to do anything first you need to know the controller. After importing the bge module (import bge) that is needed for almost everything you want to do in bge, you have to get the current controller your script is executing from. cont = bge.logic.getCurrentController() From now on you can get the sensors and actuators attached to the controller and the object the controller is in.

Sensors

Besides activating controllers they can be read from scripts. There they can either gather data or read if the sensor is active. But to do anything you need the sensor. sensor = cont.sensors['SensorName'] does that. Listing every attribute would be too much. So here's a page where you can look everything up. Generally this page (http://www.tutorialsforblender3d.com/) is worth taking a look at. And you can't only read the data, but also manipulate the properties of the sensor. It's generally like any other attribute (thus sensor.attribute = value). But what you probably need the most is knowing if a sensor sends a positive pulse.

if sensor.positive:
    #do something

is what you're looking for.

Actuators

You get the actuator the same way you get the sensor: actuator = cont.actuators['ActuatorName']. Again, you should take a look at the page to know how to manipulate the actuators through the script, this time at the actuators. Activating the actuator is done through the controller: cont.activate(actuator)

Object Properties

Last but not least there are the game properties in objects. The properties you need the most are the ones in the object your controller's in as well. So we first need to get the object: own = cont.owner
Now to read or edit it's game properties you need to use own['property'].
So var = own['property'] reads a property and own['property'] = var edits the property.

Conclusion

Yes, you can connect sensors and actuators to a python controller and read their data or activate actuators. Also you can read and edit an object's properties.


Is there any way to remove edges causing a loop?

From what I can glean from here, Blender's representation of a polygonal mesh does not currently permit faces to have holes.
The rule appears to be that a face must be bounded by a single loop of vertices, with no vertex visited more than once, so..

.. a hole can be bounded by two faces, as on the left, but not by one, as on the right. That would mean doubling-back on the radial edge.
The topology of your top surface seems to be as shown in the examples below, a figure-of-eight region with two holes:

In the state you show, the region is divided into 3 faces, as at the top.
It would be possible to divide it into 2 faces, with one edge connecting the holes, as in the middle.
But not by connecting the holes twice, leaving the outer, green, face-with-a-hole.


How do you make an animated mist / smoke with lights that go through it and interact with it?

Final result:

First thoughts:
This is pretty complex setup and very demanding for the hardware. It's made using Cycles. You should have some knowledge in such fields as:

creating smoke,
setting up materials,
render layers,
basic compositing.

Final result is made with low settings.
Scene setup:
First of all we need to setup up our scene.

Crank up Volume Light Paths. I've used 4. Higher values gives you better light scattering trough smoke. This step is essential for the whole thing.

Make Environment color black, or whatever you need in your case.

Object setup:
In my scene I've used two Ngon filled Circles, one for the light, and second for the Smoke Flow. One Empty for Force Field. Cube for Smoke Domain.

Light:
Small Circle behind Smoke Domain with Emission shader. It could be Sphere or anything else.
This is node setup I've used for it:

Smoke Flow:
Again it's Circle, and again you can use different object. If you for example want to have really dense smoke, you can use Sphere for it.
Note 1: Remember to turn off view and render of this mesh in Outliner or assign to it Transparent Shader!
Set Temp Diff. really low to keep smoke in place. In this case it's 0.01.
Note 2: Denser smoke will need higher Volume Light Paths and/or smaller smoke material density (we will get to it).

Smoke Domain:
This is two step process.
1. Smoke Domain setup:
Nothing special here. Only Noise Method is worth mentioning, lower setting will give you smoother smoke.

2. Smoke Domain material:
This is almost default material after using Quick Smoke, with addition of Brightness/Contrast node, which gives us harder and wither feel. Also default density value is decreased (this is connected to Smoke Flow Note 1 from above).

Force Field:
To make some smoke movement I've used Force Field > Turbulence. I like to stop smoke flow then move it by a force in such cases. Force field is assigned to an Empty.

Render Layers and Composite:
To make some light blur and streaks you will need to move light emitter to another layer.
In this case I've moved my light mesh to second layer and kept other object on first layer then made two Render Layers. First Smoke, which is rendering first layer, and second - Light which is rendering second layer.

After final rendering, go to Composite nodes and make this setup. This is just blurred out light with streaks and gamma correction of smoke and light.

Final thoughts:
As I said at the beginning, this isn't easy if you're new to Blender. You can find any information related to techniques used here or you can just ask me and I will extend this as needed.
You need to have in mind that values used in this particular setup will vary in any other. Things like density, emission strength, smoke resolution, volume light paths etc. could be much different then these.
Check my blend file. Load it, check it, quick rewrite it.
Blend file:

Edit:
You need to use for this filmic-blender. You should always use it.


Why is the colour in my image texture getting washed-out?

You simply need to un-tick ambient occlusion in your world settings. It can be confusing but Blender doesn't need that activated to calculate AO, instead it will make an additive AO pass and therefore wash it out.


Packing Texture Files In a Single Blend File

Blender-> File -> External Data -> Automatically pack into .blend (click to activate) and save the file as usual. The images will be packed as part of the blend file.


How to only show preview for template_ID_preview?

There is a difference between "ID" properties and other runtime ones.
An ID property has the basic structure for Blender to save it in the file.
Materials, textures, etc, are IDs (they are part of the .blend file), the HDR previews from that add-on are not (they are in a directory in the disk, and previewed in Blender, but they are not saved in a .blend, unless you actually load one into a texture which is then saved).

Firstly, you should understand if you are presenting ID or non-ID properties. If they are just temporary properties, template_icon_view should be used instead of template_ID_preview.

If you really want ID properties, then the selector comes with some more features for management of the data that is saved (rename, unlink, see the users). At the moment this is not optional, except the '+' to make a new one.
If you want just a preview with no management options, but also with no selector, there istemplate_preview. The buttons on the side are optional.

The template_icon_view was introduced along with the matcaps for Blender 2.66, but the ability to have custom previews from files is from 2.75. https://wiki.blender.org/index.php/User:Brita/Proposals/UIPreviews


How to correct collision between particles

There is a free addon for blender name "Molecular"
this addon is exactly what you need

http://pyroevil.com/category/scripts-addons/molecular-script/

http://blenderartists.org/forum/showthread.php?233643-Addon-Moleculars-physics


Can someone explain how I can make this corner flat and flow into an incline?

To fix that you need to tilt original curve. Open the curve in edit mode, select points, that you want to tilt, and press Ctrl+T. Then rotate it like in a rotation tool.


Brick texture with any offset other than 1/2?

The trick to achieving different brick offsets with the standard Brick texture is to additionally offset each individual row - instead of allowing the brick texture to provide the offset. This can be achieved as follows :

Note that the Brick Texture is set with an Offset set to zero - this results in no offset for each subsequent layer of bricks. Additionally, the Scale and Brick Width and Row Height are being set by Value nodes - so we can use those values in our calculations (allowing the texture to still be adjusted without breaking our row offsets).
The key to the calculation is to use the Y coordinate to determine the 'row' of bricks. This is achieved using the Snap node (this will increment by 1 for each full row of bricks). The offset is then essentially calculated based on the row number (from the Snap) multiplied by 1/'Offset Fraction' - but with some additional maths to take account of the Brick Width and Scale.
With Offset Fraction set to '3' we get a repeating pattern every 3 rows - so offset by 1/3rd of a brick :


Blender 2.80 - Why can't I see Archimesh' properties?

The archimesh properties are located under the "create" tab, the last tab on the properties menu :)


Increase with the Resolution Diverges. Higher resolutions allow it to detect thinner, smaller objects. (For small objects, resolutions like 512+ may be needed and can take a while depending on your computer).

As well as baking the data, you also have to bake the mesh. Scroll down a little to get to the Mesh section:

Now bake the mesh.


Where did the 'adaptive' check go in the subsurface modifier from 2.80, in 2.81?

The adaptive subdivision feature is only available when you use the Cycles render engine and set the Feature Set to Experimental in the Render Properties.

Once the experimental feature set is enabled you will see the additional panel for the subdivision settings in the render properties and the subdivision surface modifier will have the options as shown in your screenshot.


Some questions on maintaining addons with multiple Blender versions

Blender saves its config files in a different folder for each version of blender. If your custom build is based on 2.79 then it will read the same config as the standard 2.79 build. The location and layout of config folders is explained here.

To have the same addon available to multiple versions, you need a copy of the addon in each versions config folder. To simplify upgrading you can use links to have each version read the same file contents. Links are also known as shortcuts or aliases. Create a folder for your addons and put your addons there, then create a shortcut in each config folder that you want the addon to be available. This may be easiest if you install the addon for the current version and then make links from that to any older versions you want to use the addon.


How do I animate the position of my character's hair randomly?

Adding a force field works with the correct settings.

I use a turbulence field with a large strength and small size. I added a #frame driver to each location and rotation channel, to make it change transformations frame by frame.

In the hair dynamics, make sure to set mass, stiffness and damping to low values. Since my low stiffness value would cause the particles to completely loose their shape, I increased the goal weight.


The camera is scaled like this and the render image is also stretched'

There is no such thing as "for some reason" the only reason is because you changed settings, without knowing what they are for.
Do you know what the aspect X and aspect Y controls do?
If you don't, then don't touch them. Set them back to 1.
Also, moving the scale for the camera in the 3d vieport will only affect how big it looks on the viewport, but will have no effect on the render whatsoever.
I suspect you wanted to change the field of view of the camera, as in the zoom lens of a camera, if so, then change (and animate) the lens size (focal length).

To understand what the aspect controls are for read:
Rendered aspect ratio different from the viewport's camera view


When modeling objects composed by different pieces it's sometime useful to model each piece disjoined from the other (expecially if you are planning to unwrap them).

I would rip the vertices and fill with faces the holes.

Now you can loopcut each piece individually while maintaining simple topology.


Script is selecting all the objects (unwanted)

All strings "start with nothing".
Simple test in python console
>>> x = "xxx"
>>> x.startswith("")
True

Similarly with your operator since the default value when not set of a string property is "".
Either test for this, or give it some default.
Note, there is already a similar op, to select all objects that start with "Cube"
>>> bpy.ops.object.select_pattern(pattern="Cube*")
{'FINISHED'}


Wheels wont rotate in animation but do in edit mode?

Well it worked I think the cause was a huge file and blender was active for 2 days. After restart it worked


You probably have flipped normals.

You can check your normals from Face Orientation under Overlays. Blue is outside and red is inside.

You can fix it in Edit Mode by pressing a to select all vertices and from Mesh tab under Normals press Recalculate Outside.


Why my renders don't render to the bottom?

You have two overlapping object a plane and the curved backdrop. No two objects can be in the same place or else they cause what is called Z-fighting.
See those zebra-like things on top of the plane and the curved backdrop for the scene?

Get rid of the plane.


Can I render an image along the X axis - so it's completely flat? or not

Select the camera and click the camera tab of the Properties Window.

Then under lens change the type from perspective to orthographic and adjust the orthographic scale to fit your scene.

Now you can press N  to adjust the location and rotation.
These settings should get you where you want to be:

Location: (10, 0, 0)
Rotation: (90, 0, 90)


have you tried using MCprep? https://theduckcow.com/dev/blender/mcprep/ doing the "prep materials" option usually fixes most of these world problems, u do that by selecting all the objects u want to prep materials for, then click on prep on oyur left side pannel (brought up with pressing N) and thats it, a pop up will appear with an option for missing textures, try enabling that and see what happens


How can I extrude a egde into the middle of another egde?

Blender has a built in tool to join faraway verts such as these, and to automatically create all the connecting edges. The tool is called "Connect Vertex Path", and is assigned the shortcut key J.

I find it to be a pretty essential modeling tool I personally discovered rather late.

All you need to do to use it, is to select two verts, then press J:


Controlling drivers with data received via TCP/UDP

The basic idea is to open a socket, poll the data and apply the received values to the shape keys:

import socket

# open network socket
port = 13001
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
s.bind(("127.0.0.1", port))
print "waiting on port:", port

# poll data (could use a timer)
data, addr = s.recvfrom(1024)
print data
# set float value from data
# value convert from data
bpy.context.object.data.shape_keys.key_blocks['Key 1'].value = float(value)

Related:

Mapping an algorithm to an animation
http://www.binarytides.com/programming-udp-sockets-in-python/
How to run a python script at regular intervals?


Rig has disconnected from mesh when editing animated action

You have enabled Delay Refresh on the Armature.

From the manual:

  When enabled, the bone does not deform its children when manipulating the bone in pose mode.

To make the mesh deform at all times, uncheck Delay Refresh.


How to make the child object to match the location and rotation of parent object

use child of constraint and press alt G (alt R resets the rotation) to Reset the location of object B.


Why i have 2 type of mesh with tissue addon

it's looks like the patches are rotated randomly, so select active UV in the rotation settings:


Select all the objects you want to copy a set of materials to, and then shift select object with the finished material.  Press ctrl+l, and choose to link "Object Data".  This will link everything including all the materials and the shape of the object.


Z axis:
Numberpad 7 for Top View
CtrlNumberpad 7for Bottom View
X axis:
 Numpad 3 for Right View.
 CtrlNumpad 3 for Left View.
Y axis:
 Numpad 1  for Front View
CtrlNumpad 1 for Back View
Toggles
Numpad 5 toggles between Orthographic and Perspective view.
For best results, go into File -> User Preferences..., "Interface" tab, and make sure there is a checkmark on on Auto Perspective.  If that isn't set, you may end up with a perspective (instead of orthographic) view along the selected axis.
If your view isn't centered on the selected object, press the Numpad . (period) key.
More information on the manual page: Editors » 3D Viewport » Navigating » Navigation
Axis Gizmo
In Blender 2.80 and higher, an axis gizmo can be clicked to get Orthographic views:


How can I duplicate a model and it's armature, so the rig still works?

Make sure you are in Object mode, then select both the character and the armature. First select one, then hold Shift while selecting the other, then duplicate with ShiftD


How can I create a script that can turn pictures into 2D low poly images?

You'll still have to place the geometry by hand, but I've put together a simple material that will automatically set the colors for you.  For this example I've used a triangulated, subdivided plane.  Its not a bad result, but it does look a bit dry and grid like.

In order for this to work each triangle should be its own object with its its origin at its center.  To do this quickly you could create your triangles as a single mesh object and then in edit mode press crtl+e and choose "edge split".  You would then need to press p -> "separate by loose parts", after which you would exit edit mode and do a ctrlaltshiftc -> "set origin to geometry".

Input image:

Output:

Update: Here's what my sample looks like after applying @3pointedit's suggestion


To make a sphere with flat faces:

Put your picture as Background Image.
Create a cube and W > Subdivide Smooth.
Cut it with the knife tool (K to activate, Z to cut through, C to cut perpendicularly).
Use V to separate the pieces you want to delete, then delete.
Clean a bit the rim with some merge (alt M).
Extrude to create faces, merge at center.
Give it a Subdivision Surface modifier and click Shading > Smooth to smooth.

I've tried a more detailed version, with the button holes etc... In that case a UV Sphere seems better to begin:

Put your picture as Background Image.
Create a UV Sphere (48 segments, 24 rings), keep a copy on another layer, give this copy a Subsurf modifier.
Rotate your original sphere 45°. Give it a Shrinkwrap modifier with the copy as Target so that the shape of the original will stick to a sphere shape during the next operations.
Cut the top of your sphere, align the rim to the picture’s rim.
Cut 2 holes on the side, extrude and scale to create 2 circles for the buttons (use W > LoopsTools > Circle, or shift alt S).
Cut the base with the knife tool (K to activate, Z to cut through, C to cut perpendicularly).
Apply the Shrinkwrap modifier.
Make some extrudes for all these holes.
For the sphere's « equator » make a thin bevel and extrude .
Etc…


Fingers do not move when i move right hand

I think you have accidentally deleted a bone, which was responsible for the ring finger R bones to move (the weights are OK: if you move the deforming ring R Bone, the mesh follows). As this rig is quite complex, probably the simplest way to fix the problem is to delete the rig and generate a new one: then select the mesh and add an armature modifier, choosing the new rig as object: if the names are the same the weights will be already OK.
This case explains why it is useful not to delete the metarig.


Fill Letters converted to Mesh objects with top faces removed with objects

This was my own error.
The Collisions shape for the letter was correct as well as the shape for the falling particle.  HOWEVER, I neglected to sett he shape for the backdrop, and the object was interacting with its "convex hull" shape before it got to the letter.
Now it works beautifully


Problem With Jagged Edges When Using Boolean Difference

This is probably because you have four faces on your plane at the top, and only three on the object that you were trying to boolean difference with. It's like when you try to sharpen a regular eight-sided pencil. The edges are always jagged.


Why Does the paint not show up in layout mode but only texture paint

The Layout tab has different View settings than Texture Paint tab - if you want them to be the same, then change them to match. The default views are just examples for us of what is possible, but you can customize them how you want them and then save your default file.


How to bake rigid body physics frame in blender render?

Select all your objects and hit bake to keyframes. Set the starting and endeding frames to the frame you want them to stay at. Go to that frame, and hit Alt-I. This will remove the unnecessary keyframe.


Background image not appearing in motion tracking render

You need a layer with Alpha information if you use alpha over.
As you can see in the preview in the node editor your background is  gray instead of transparent.
To fix this just go to the properties window -> Render -> Film and tick transparent.


Why does UV orientation affect tangent space normals?

The normal map node takes the default UV map, if one exists, to generate the tangent vectors. So while your noise texture uses generated UVs, your normal map node still uses your UV map. Pick Object Space in the Normal Map node instead to fix it.

Tangent space is affected by the UV map because the tangent and binormal vectors basically just represent the up and right directions on the UV map. So when you rotate a poly on the UV map, the tangent vector rotates with it.


2.8 Ambient Occlusion of World Background

For the transparent background you need to enable Transparent in the Film panel. If you want to enable or disable this option for specific frames:

Move to the first frame in the timeline
Set the state of the Transparent checkbox (enable if you want the majority of the frames to be transparent, disable if you want most frames without transparency)
Hover over the checkbox with your mouse cursor and I to insert a keyframe.

Repeat the process with other frames of the animation where you want the opposite setting for the transparency. The keyframe setting will be applied until the next frame with a keyframe, which means for disabling transparency for one frame only, you will need to activate it again in the next one.

Make sure that the file format you're using supports alpha channels.

In order to remove the green lighting from the project, you will need to change the color or texture of the World. Ambient Occlusion is also in the World tab, if you still want to use it.


Select your mesh and hit ALT+P then choose Clear Parent
Delete all vertex groups

Enter Edit mode and select all using P then hit the Space Bar and write Flip Normals

Select your mesh then select your armature using Shift+Right Click and hit Ctrl+P and choose Automatic Weighting

Set Pivot to Median centre and now the arms and fingers will be deforming nicely


How do I disable the circular menus in 2.82 and get the 'classic' menus back?

The circular menu shown in the question is an optional shortcut.

The exact same feature is available in a classic drop down menu, either at the top left-hand side of the screen:

or with a right-click:

Wouldn't one of these options work for you? You can just ignore the new 'posh' version of the menu, and even disable its keyboard shortcut in the keybindings settings.


Snapping an empty to the closest vertex of a cube. "Closest" meaning closest to the viewer.

First, loop through the areas or obtain a SpaceView3D by other means. The type of this area returns VIEW_3D. It's first space will be a VIEW_3D space. This space has a region_3d property, which has a perspective_matrix property.

The perspective_matrix appears to be the perspective view transform matrix. Mutliple a 3D Vector by the matrix, to get its position relativ to the camera.

Here is a working sample.

import bpy

# function returning the closest vertex of
# param 'ob' is an object in the scene with vertices
def get_closest_vertex_position(scene, ob):
    # get an area of type VIEW_3D
    areas = [a for a in bpy.context.screen.areas if a.type == 'VIEW_3D']
    if not len(areas):
        return

    region3d = areas[0].spaces[0].region_3d

    # get the view matrix
    view_mat_inv = region3d.view_matrix

    if region3d.is_perspective:
        vertices = [[v, (view_mat_inv*v.co).length] for v in ob.data.vertices]
    else:
        vertices = [[v, -(view_mat_inv*v.co).z] for v in ob.data.vertices]

    # use a lamda expression to get closest vertex
    return min(vertices, key = lambda x: x[1])[0].co


In the Info Area select Game - Record Animation. Then start the game engine. This will keyframe all rigid bodies and you can render the scene in BI or cycles.


Sounds like the script you downloaded has a bug or is used differently.
You can try contacting the author and describe the error, s/he might fix it.

Anyway, you can paste this to your text editor, change the value of vertCount and press "Run script", it will select all the faces with the number of verts specified in the vertCount variable.

import bpy, bmesh

vertCount = 3 # <-- Faces with this amount of verts will be selected

bpy.ops.object.mode_set( mode = 'EDIT' )
bm = bmesh.from_edit_mesh( bpy.context.object.data )

bpy.ops.mesh.select_mode( type = 'FACE' )
bpy.ops.mesh.select_all( action = 'DESELECT' )

for f in bm.faces:
    if len( f.verts ) == vertCount:
        f.select = True

bm.select_flush(True)


Overlay an image with another image, like in photoshop

Well with a bit of exploration I found what I was looking for. The MixRGB Node. I was using the Mix Shader before and that wasn't working at all, then I realized you can't put color nodes in shader nodes...derp.

Anyways if you wanna Mix together different colors or image textures (anything with a color output) just use the MixRGB node and you get all the awesome blend types like in Photoshop (Overlay, Darken, Multiply etc.)


check if it's not hidden.

check if it's in the same scene.

check your blender file to see if it's there.

if the object is not there but the mesh data is, try this:
make a cube and change the mesh to your mesh:


How to seperate displacements for different parts of the object?

You're close! But I think this is more what you're after.

Essentially you've got to think of the Checker Texture node as being a 'master-mask' which is used as the Fac input when mixing the other textures together. The black part of the checker will be the top input of the MixRGB node, and the white will be the bottom.

When working with the Displacement node, middle-grey (a value of 0.5) will be no-displacement. This means that you can add the Voronoi Texture to either the top or bottom inputs of the MixRGB node, and as long as you set the other input color to be the middle-grey, and add the Checker Texture mask to the Fac input, then the Voronoi texture will only affect either the white, or black, sections of the mask.

^ Here's a screenshot comparing the difference between applying the Voronoi Texture to the bottom and top inputs of the displacement's MixRGB shader, while using the Checker Texture as the Fac input.

Hope that helps!


Mesh> Add Images as Planes> Select desired image saved on your drive (Must enable Add-on in User Preferences)

 Add Particle System, change to 'Hair', under render settings, disable emitter and leave set to 'Path'. Add children 'interpolated'. Also might want to increase number of hairs to 5000+ so you can see it when you do a quick render with shift+z.

 Now when you render, you should see your image with the correct hair color!


Can't change number of vertices/segments on just created mesh

Maybe you need to reactivate the Global Undo option in the Preferences > System.


How to add a uniform complex shape to a high poly geometry?

It can be obtained with a subdivision surface modifier, starting from a simple shape:

Here we can make it using a mirror modifier on X, Y, Z.

The base shape is as shown below: just the profile repeated/rotated at the extremities and at the corner.

With the mirror and the subdivision surface, we obtain this:

Now, refine the profile adding two loop cuts and grabbing down the border:

Edit following the comments, if you want to do it from an already modeled base shape:

In edit mode, duplicate an edge loop (note that if the subdivision is already applied on the object, that's changing nothing)
Separate it
Convert it to curve
Give some bevel to the curve
Set the curve 'U' resolution to 1 (that will keep the same amount of vertices around as the original)
Convert back to mesh

After that, to do: remove some edges loops in the inner part in both objects, join them, and bridge edge loops between them.


BGE: Adding an object linked from another file

I just reproduced a working example with two files, see the sceenshot below:

The left file is the library, containing an object "Suzi" which is part of the group "grpSuzi". I set up some simple rigid body physics here.

The right file is the "game", containing an empty named "spawn" which has the logic attached as seen in the screenshot. I added the "grpSuzi" on Layer two in this file. It made no difference whether I wrote "Suzi" or "grpSuzi" in the addObject() call. Once I pressed "P" in the game file (right) and the spacebar, the mesh appeared (twice).

But once I misspelled the name like "Suz", I ended up with the error you described. Are you sure there is no typo?!


How to smooth a mesh imported in .wrl format?

I'm fairly new to Blender myself, so take what I say with a grain of salt, but in general, there's two ways to deal with this, depending on what you need the file for.

The easiest way is to just go object mode > select the object (for all objects, just press "A") > right click > shade smooth. That only makes it look more smooth though, it doesn't actually change anything about the file.

To actually change your mesh, use the subdivision surface modifier. In this video, both approaches are explained fairly well:

https://youtu.be/RaT-uG5wgUw?list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U&t=584

PyMol itself is most likely using some type of modifier/effect when displaying Objects, while the base object has a rather low vertex count.


Why does part of my scene not appear in my final camera render but appears in all other situations?

The usual suspects are render layers or the render option being turned off in the outliner.
See the attached image for what I mean.
Here you can see the bottle in the 3d view but missing from the render.
Hope this helps.


Blender 2.81 toolbar selects tools randomly

⇧ ShiftSpace by default brings up the tools menu, this can be temperamental in how long it stays visible. Holding space down usually helps to keep it open.

The menu will normally show up positioned so that the last tool used is under the cursor, if the cursor is near the top or bottom of the window it gets moved so that it can be fully shown in the window. This can be part of what leads to it selecting a new (random?) tool and disappearing quickly.

You may find displaying the toolbar on the left side by pressing T to be easier.


Make sue that you bake it by clicking on the domain and going to the physics tab and you should "bake" in settings.  If you don't see a bake option go down to cache in the physics tab and make the type modular and check "is resumable".  Hope this helps.  Just to make sure you also have to view it in rendered view.


Building a Shader Switch | How to get custom values from individual objects?

You do not need a custom property. You can use Object Index:

It might also be anoying to go through all the objects and assign different numbers to each, so you could use a very simple Python script to do that for all objects that you have seleceted:

 import bpy

 for i,o in enumerate(bpy.context.selected_objects):
     o.pass_index = i

Add something to i if you wish to start counting from a higher number if you have some indices set already.


Shrinkwrap with a Solidify modifier below seems like a good solution, but you need no subdivide your road a bit:


How do I fix the issue of my computer crashing wehenver I try to render an animation in blender cycles?

I don't know if it'll work, but you can modify the workbench render settings to use less samples, not show anti aliasing and other options to optimize viewport, then when you render maybe lower the resolution and if you are useing CPU for the render make shure your samples are as low as you can. Also it could crash your PC because it gets too hot or needs more power (the watts that your pc is getting. you could change this in bios but it is complicated to get right on the first time, try some OC guides)


How to distinguish between "Addon is not installed" and "Addon is not enabled"?

If the addon is not 'installed' (i.e. unknown from Blender side), then it won’t be listed in addon_utils.addons_fake_modules. So the solution is:

mod = None
addon_name = "myaddon"
if addon_name not in addon_utils.addons_fake_modules:
    print("%s: Addon not installed." % addon_name)
else:
    default, state = addon_utils.check(addon_name)
    if not state:
        try:
            mod = addon_utils.enable(addon_name, default_set=False, persistent=False)
        except:
            print("%s: Could not enable Addon on the fly." % addon_name )

if mod:
    print("%s: enabled and running." % addon_name)


How to rotate the arms on the x axis on a lot of keyframes

If you go to the Graph Editor with the relevant bone selected in the 3D view, you can select and manipulate the handles controlling the keyframes for the particular value you want.  So for the left forearm, I think the value you may want to control is "W Quaternion Rotation".  Type A once or twice to make sure nothing is selected, then select one of the control point handles for WQuaternionRotation, then type L (select linked).  Then type G to move the values up or down for all of the keyframes.


How to generate temporary operators with dynamic properties?

As operators are not editable after creation, I achieved this by using a CollectionProperty with is hidden to the user. Instead, the temporary operator just shows the elements as single Properties of the type specified in the dictionary. The preset values for the Properties is taken from the dictionary, too.

That way, we can create operators "on the fly", which are created in the function createOperator and discarded, when the next temporary operator is created.

The Property type is handled in the calling operator by adding a type substring (such as 'b_' for boolean) to the name of the Property, which will show up in the GUI. Additional Properties could be added the same way.

WARNING: It might be dangerous to use these operators with Blenders undo functionality. Therefore, I disabled it for these generic operators. Also, the usage of eval is dangerous in terms of security as written here. So make sure, your dictionary does not contain user input or digest the operatorName properly.

I hope this is of use to anyone.

Happy coding, Mr. Anderson!

P.S.: New to the forum, so feedback is VERY appreciated! :)

Just for reference: I took some inspiration from this question on dynamic
operator generation and this old thread at blenderartists on generating dynamic properties in operators. Especially, this trick by sambler helped alot. Generating Blender operators in a function comes from an older Blender Dev entry.

bl_info = {
    'version': (1, 0),
    'blender': (2, 79, 0),
    'author': 'Mr. Anderson',
    'name': 'Temporary Operator Showcase',
    'location': 'blender',
    'description': 'Creates operators when executing another operator, based on the contents of a dictionary.' ,
    'warning': 'This is a test only!',
    'category': 'test',
}

import bpy

custom_dict = {
    'spoon': {'bent': True, 'dynamic': False},
    'smiths': {'amount': 55, 'angry': True},
    'matrix': {'greenness': 0.5, 'speed': 6.5}
}

class PropertyEntry(bpy.types.PropertyGroup):
    name = bpy.props.StringProperty()
    intProp = bpy.props.IntProperty()
    boolProp = bpy.props.BoolProperty()
    stringProp = bpy.props.StringProperty()
    floatProp = bpy.props.FloatProperty()

def registerTempOperator(name):
    # check for previous temporary Operator and unregister it
    try:
        bpy.utils.unregister_class(TempOperator)
    except UnboundLocalError:
        pass
    blender_id_name = 'object.add_' + name

    # create the temporary operator class
    class TempOperator(bpy.types.Operator):
        """Temporary operator"""
        bl_idname = blender_id_name
        bl_label = 'Add a ' + name + ' object.'
        bl_description ='Adds a ' + name + ' object to the scene.'
        bl_options = {'REGISTER'}

        operator_data = bpy.props.CollectionProperty(type=PropertyEntry)
        operator_name = name

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

            # expose all properties in the collection to the user
            for i in range(len(self.operator_data)):
                propname = self.operator_data[i].name[2:]
                # choose the right Property type depending on name identifier
                if self.operator_data[i].name[0] == 'i':
                    layout.prop(self.operator_data[i], 'intProp', text=propname)
                elif self.operator_data[i].name[0] == 'b':
                    layout.prop(self.operator_data[i], 'boolProp', text=propname)
                elif self.operator_data[i].name[0] == 's':
                    layout.prop(self.operator_data[i], 'stringProp', text=propname)
                elif self.operator_data[i].name[0] == 'f':
                    layout.prop(self.operator_data[i], 'floatProp', text=propname)

        def invoke(self, context, event):
            data = custom_dict[self.operator_name]
            for key in data.keys():
                item = self.operator_data.add()
                prefix = ''
                if type(data[key]) is int:
                    item.intProp = data[key]
                    prefix = 'i'
                elif type(data[key]) is bool:
                    item.boolProp = data[key]
                    prefix = 'b'
                elif type(data[key]) is str:
                    item.stringProp = data[key]
                    prefix = 's'
                elif type(data[key]) is float:
                    item.floatProp = data[key]
                    prefix = 'f'

                # add the identifier to specify the data type
                item.name = prefix + '_' + key

            # show operator as popup window
            return context.window_manager.invoke_props_dialog(self)

        def execute(self, context):
            # TODO write the contents of operator_data somewhere here
            # or do something awesome

            print('Data is in here:')
            print(self.operator_data)
            print([i.name for i in self.operator_data])
            return {'FINISHED'}

    # register the temporary class and return the operatorBlId
    bpy.utils.register_class(TempOperator)
    return blender_id_name

def operatorList(self, context):
    items = []
    for item in custom_dict:
        items.append((item,) * 3)
    return items

class CallingOperator(bpy.types.Operator):
    """Operator which calls the temporary operator"""
    bl_idname = 'object.calling_operator'
    bl_label = 'Call operator'
    bl_description ='Call the temporary operators specified in custom_dict'
    bl_options = {'REGISTER'}

    op_list = bpy.props.EnumProperty(items=operatorList)

    def draw(self, context):
        layout = self.layout
        layout.prop(self, 'op_list', expand=True)

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

    def execute(self, context):
        operator_name = registerTempOperator(self.op_list)

        # invoke the other operator, based on its bl_idname
        operator = eval('bpy.ops.' + operator_name + "('INVOKE_DEFAULT')")
        return {'FINISHED'}

# just a basic panel to add the test operator to the 3D toolbar
class TestPanel(bpy.types.Panel):
    """Contains the operator to test."""
    bl_idname = "TOOLS_PT_TEST_TOOLS"
    bl_label = "TEST"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = 'Tools'

    def draw(self, context):
        layout = self.layout
        layout.operator('object.calling_operator')

def register():
    bpy.utils.register_class(PropertyEntry)
    bpy.utils.register_class(CallingOperator)
    bpy.utils.register_class(TestPanel)

def unregister():
    bpy.utils.register_class(PropertyEntry)
    bpy.utils.register_class(CallingOperator)
    bpy.utils.unregister_class(TestPanel)

if __name__ == '__main__':
    register()


In most cases it's better to think ahead before you model something. More difficult to do with less experience. I would approach it this way (I'm sure there is more than one way to model this).

Add a circle with 34 vertices
In Edit Mode, extrude it four times by pressing E and S (Scale)
Then extrude one more time but instead of scaling, Left Click (LMB) and then press ALT+M > Collapse.

Then select the following faces and Extrude up:

It's hard to tell from the reference image but if the window has a conical shape:

Select the following interior Vertices > Enable Proportional Editing > choose a Falloff type (I choose Linear)
Grab them and select an axis to move them on (I used G+Z)
Control the number of vertices effected with the mouse wheel


Rendering image with lens distort node and transparent background

I guess that's because this node is not a simple deformation node, it also affects color (if Dispersion is used). But you can use something like that :


My Add-on Panel / Window / Tab is missing

It is likely that you have an add-on that is not working as it should. Try looking at your /Users/[username]/Library/Application Support/Blender/ folder. If you find the add-on that you suspect might be the issue in the scripts folder of your version folder try removing it. You could delete the entire folder with your current version number(maybe backup it first) to restore the default user preferences. It should be recreated the next time you save user preferences.


Random scale and rotation within range and in circular shape (tree leaves)

Your question lack precisions, but here is a try:

Create your leaf object, here I've used a PNG picture with a transparent background. The following setup is very basic: it would need a bit of glossiness and translucency, and maybe random colors variations:

Create the emitter. Here, to stick to the way the leaves emit, I've created a series of cylinders and cones:

Give your object a Particle System. Choose Hair, enable Advanced, in Emission choose the Number of leaves you want to emit, enable Rotation, in Render choose Render As > Object, disable the Show Emitter option, and in Instance Object choose the leaf. Tweak with the various Rotation and Scale values.

Your bush of leaves should show:


Try to play with the Scale facter and Octree Depth in the remesh modifier and use the measure tool on the left toolbar to get your measurements right

as far as i know the remesh modifier is the only way to get what you are looking for.
Voxels are a bit different in blender than what most people think of them as. They aren't cubes like Minecraft - they are a method which uses something like 3d pixels for smoothing shapes or for recreating shapes.
If as u asked in the comments you want to automate this, and you found the Remesh Values that work for you, write them down somewhere and we can write a script to automate this for you
first let's go into the scripting workspace -

Now That you clicked on it you will see on the bottom right the info workspace -

Now before we start scripting, add a simple shape like a sphere
You will see something like this pop up in the info editor

remember what that looks like
now add the remesh modifier to the sphere and set the values to what you wrote down
at this point when you are done you will see something like this

remember what i showed you before? that add sphere? so after it you see i went to the modifier workspace because it says bpy.context.space_data.context = 'MODIFIER'
so Now were looking for where i added the remesh modifier because that is what we are going to automate. right after the bpy.context.space_data.context = 'MODIFIER'
we see bpy.ops.object.modifier_add(type='REMESH')
which adds the remesh modifier (if you read the command u will see it's just english)
So Select it by clicking it and then hold shift and select whatever other commands we want to automate - in this case just the values.

Now with your mouse still over the info editor press ctrl+C
now on the upper right you will see new script button - press it

blender uses python for it's scripting, which makes it pretty simple for simple programs.
so first let's give the script access to all the blender commands by typing at the top of the script we just started
import bpy

it's very important to not capitalize anything that isn't supposed to be capitalized.
Now that our script has access to the commands we just need to paste our commands we copied earlier By Pressing Ctrl+V (in order to paste to the right place your mouse has to be hovering over the script editor)
now you can delete the sphere and save the blender file so that the script saves with it.
all we have to do now is import the stl files 1 by 1 and run the script  by pressing the little triangle  with our object selected and were done!
Notes:

If you want it to apply the modifier, just do that to the sphere and copy the new command that shows up in the info editor (read it to make sure it has to do with applying modifiers might look something like this - bpy.ops.object.modifier_apply(modifier="Remesh", report=True)
)
you can also make it do anything else like scale the model or something like that - once again just do it to the sphere and then copy the command
doesn't have to be a sphere, can be anything as long as it's mesh and not a curve or something like that. but a sphere is simple
unless you know how to program in python probably don't make it export the file or import it in the script because you might accedentally make it do the same thing every time if you don't use loops and correct naming, which would be worthless


Check your view axis, you need to look at the face you need to unwrap. Maybe change to ortho to go 100%. Select the faces for the eyes, go to UV or press U for unwrap methods, select Project from view and check the scale to bounds.


Using an object/curve as a stencil or mask of sorts for texture paint

You could bake an ambient occlusion pass to a texture that would give you black where the web intersects or touches the suit mesh.


How to create ship painted metal panels material?

First, the initial results are good.
I would say don't connect the same thing to both normal sockets.  Do use the clearcoat normal (and I'm a fan of including whatever level of microdetail you want) but consider mixing in much larger scale imperfection as well, to try and coax this type of imperfect reflection from the clearcoat layer.

Make another bump node for the surface Normal socket.
Perhaps this type of wave texture:

And maybe add (clamped) some noise in for good measure:


Why is the boolean modifier not working with my model?

It's a common problem with Boolean operation in blender; it won't work if there's incomplete or bad geometry. The problem is, the boolean is a prime culprit for CREATING the bad geometry.

Ensure your meshes have no loose geometry, remove doubles and dissolve messy faces/unnecessary vertices. Really inspect both objects before using Booleans.

By turning on surface normal lines you can spot weird geometry a little easier, if the line isn't quite centred, something is probably wrong.

I've heard that combining the Boolean modify with a solidify modifier creates better geometry.

I've highlighted the areas of concern - there's probably more.
Lots of unnecessary vertices.
Two faces ontop of each other (pairs of blue lines)
Face normal pointing out across the surface from the vertices.

And inside the oval, you've got some faces that don't have normals, so they're a bit bonkers.. See second picture.

Everything should be neat shapes, quads or triangles preferably.

I feel for you, it's not nice when it happens.

Apart from manually dissolving bad faces, snapping unwanted vertices to existing vertices and then 'removing doubles', this post explains some of the problems with non-manifold geometry.


You will have to do the motion blur in the compositor. Just check the Vector pass and plug it into a vector blur node and you're done:

If you want fog glow, mask the glowing materials by setting the material ID on the materials that should be glowing. Add a glare filter and add it to the rest of the image. The filter resolution is set to low because it increases the effect's size (I really don't like how you control the size of fog glow in Blender). Consider using a blur node as an alternative if you're not happy with the results.

If you have a lot of render time, also consider using the not-faking-anything method:

Make the cube's outline real instead of using freestyle. This can be achieved through texturing, vector paint and perhaps clever shading.
Add a Volume Scatter node as the world's background. Volume scattering (and absorbtion) are basically physical fog.
Adapt your lighting (increase the emission shader). Volumetrics really suck lighting
Enable real, Cycles-rendered motion blur.

With this, your render time will explode. But it will look nice :)


Because when you move this part of your mesh in order to close your ring, you actually move it in the -X direction, which is away form the X axis (your Mirror axis). So I guess you have no other choice than apply the Curve modifier, then it will clip correctly.


I actually just went and baked the normal map with xNormal. Then, I imported it, created a new material and texture and hooked it up. It is a good quality, but I can tell it is jagged in some areas.

So, this is more of a workaround rather than a fix, but it's the solution that I'm probably going to be using from now on.


why I am getting Black & White when I render

Use a Color Mix node set to Add, instead of a Math Node. Math nodes output B&W as can be seen by the color of the output "dot":


How to change color of the currently active window in Blender?

You can edit your theme using Edit > Preferences > Themes.  From there, go to each panel, then open the Theme space dropdown, and set the Header colour:

You'll have to do this for each menu, I don't think there's a setting for all the menus.
Theme docs: https://docs.blender.org/manual/en/latest/editors/preferences/themes.html


Solution: I had to add thickness to the mesh created by the screw modifier. Still looks like crap, I think this may not be a good solution.


Object looks fine in material view but black in rendered

The material of the text is maden by a texture (missing in the .blend file) going into a background node wich feeds the material input (and into the displacement input also).

Background node is intended to be used in the world tab, not the material tab.
I used a diffuse node instead, turned the world to pure black, reduced the lamps intensity to 1000 and assigned a simple wood seamless texture:
this is the result.


Blender, sadly, does not currently calculate the poly-count the final render quality of a mesh object. I tried going into the rendered viewport. It shows the final surface quality of the objects, but the count does not change to the amount of vertices in the scene. I hope that Blender has that feature in later editions.


How do I get rid of an arced path in interpolated rotation frames

You are coming up with really strange interpolations because you're in Euler mode and encountering gimbal lock. Euler is notorious for gimbal lock problems, especially for animators who are unaware of how Euler rotations work. The best way to avoid this problem is to use quaternion rotation mode. You change the mode in the object transform properties. Quaternion math makes two orientations interpolate in the shortest path, meaning there is no flipping or spinning. You can think of this as "the shortest distance between two points is a line."

If you really, absolutely need to stick with Euler, the trick is to use as little rotation as possible to get the desired orientation. The Z axis will do most of the work in this case. Then tweak the X and Y values to get the final orientation.

Here are three tips to make working with this object much easier:

Work with the manipulator in gimbal mode. You can change this in your 3D view header or by pressing AltSpace. This mode gives a great visual cue to how the Euler rotations are compounding on each other.

Give the object a zeroed orientation aligned to the cardinal (global) axes. This will make it infinitely easier to visualize and predict what effect your rotation axes will have on the object. I generally point my objects to -Y or +X, but the choice is yours.

Lastly, play with rotation order. The default Euler order is XYZ, but the best mode is dependent on your scene. The mode to set it to is entirely arbitrary, but some work better than others for a particular scene. With the alignment in the last tip, my rotation order would remain XYZ. Then the only axes I would need to animate the object as I see in your scene would be Z and Y.

For another explanation, see my answer on this similar question.


Extruding / Scaling from reference edge (?)

If I'm understanding you correctly...
You want to create a sharp edge to your axe. The way I would achieve this is by using the Offset Edges which is now part of the Edit Mesh Tools addon.
First in object mode apply the scale (ctrl-a -> Scale) (I removed half the axe for clarity)
In edit mode remove the faces around the perimeter of your axe, select both faces and do Edge -> Bridge Edge Loops

Next add an edge loop to the centre of the new faces. ctrl-r -> hover over the faces -> left click -> right click (drop the loop in the middle)

Then choose Edge -> Offset Edges -> Move and play around with the settings

You have a LOT of verices around the edge of your axe, so you will get some edges crossing over each other if you pull out the edges too far, but this is a whole other issue :)


Cell fracture explosion with followed by reform of the object?

To do what your asking:

You can bake the rigid body action by pressing Space, then searching for Bake Action. This will convert the rigid body simulation to an actual animation for the object.

Trim off the extra animation (when the objects fall forever):

Duplicate the remaining keys, press S (scale), then type -1. This will flip the keys.

Position them after the original keys:

And you get:


Convert the Curve to Mesh (Alt+c)

Go to top view uv wrap and press u and select project from view

select one of the road and uv wrap the image of the road

After uvwrap on one of the road press u and with the Magic UV addon press U and select the copy/paste -> Copy uv -> default

The select all press A to select all Faces and deselect the face which is uvwrap and then Press U
copy/paste -> Paste uv -> default

And u have all the texture on the mesh. More than 95% it work well few issue we can set manually


You need to save the original path so you can use it later. This can be done by adding a StringProperty to store it.

bpy.types.Scene.orig_path = bpy.props.StringProperty()

As you can't alter the filepath, you could try setting up an app.handler.save_pre to check this property before saving a blend file, if it is there then use save_as_mainfile() to save it using the old path name. The gotcha here is that you could be interfering with the user choosing 'save as'.

The drawback to this approach is the user will see the tmp path in between your operator and choosing to save, so you may want to stick with having to save before your operator is run.

I think a better approach would be to create an addon preference that allows the user to enable saving the blend file before your operator runs, then if enabled you can simply save the blendfile and reload without any issues. If the user has not enabled it then prompt them to save and reload.


Is it possible to set bpy.data.filepath without saving the file?

The bpy.data.filepath property reflects the current blendfile's location, which is why it is read only.

Not sure I understand your problem fully, but here's a suggestion:
You can save the file implicitly (without asking the user to provide a save path), and decide yourself on an arbitrary temporary path for your save. By providing the bpy.ops.wm.save_as_mainfile() operator a filepath parameter, you can save directly to any path you desire.

bpy.ops.wm.save_as_mainfile( filepath = MYPATH )

You can later load that file implicitly again, with the opposite operator:

bpy.ops.wm.open_mainfile( filepath = MYPATH )

This way, you don't need to care what the value of bpy.data.filepath is.


I have modeled many dinosaurs myself; I started out using the approach you're saying the course used (and that approach is still valid), but I have come to prefer the approach used in the youtube video; I just think it better compliments the shape of the hipbone, which you can see a 3D recreation of here:.
The former approach will lend itself to making that whole area more smooth (as you can see in the image you attached), whereas the latter approach lends itself to giving more definition to that hipbone shape (see how visible the hipbone is in this still from Jurassic World: Fallen Kingdom)
It makes it very easy to have edge loops actually following (and thus better bringing out) the curvature of the hipbone; organic modeling is all about having the topology flow with the forms you see in the shape.


How do I remove the orange reflection on the bottle? (coming from ground) (cycles)

Go to Object Properties and scroll to the Visibility menu. Then inside of it, open the Ray Visibility menu. Inside that, uncheck "Glossy".


Boolean operations would work well in this case.

Alternatively you could also use the Knife Project operator on your mesh. It basically uses the outline of another object (mesh or curve) and cuts the editing mesh through its silhouette.

It's workflows goes like:

Select 'knife object' (cutting shape)
Select object to be cut (without deselecting the previous one)
Enter Edit Mode on the object to be cut
Adjust the view accordingly, the cutting process is view based (dependent on the current viewport view angle and perspective mode), if desired switch to User View with Numpad 5 for an undistorted true size cut.
Open the Space Bar menu and call the operator Knife Project
Tick the option Cut Through so all faces are cut, even the background ones
Select the remaining geometry and manually delete it.


It seems normal that if you rotate the hand, the wrist mesh get twisted too. What you should do is make the forearm rotate as well so that the torsion looks more natural.
To do so you need to give your forearm bone a Copy Rotation constraint, with the left hand as Target and Space > Pose Space /Pose Space. The problem is that for the moment it will mess up because the forearm can’t be both the parent of the hand and be affected by the rotation of the hand.
So what you should do is:

Create a bone under the wrist, it will be the controller bone, parent it to the armature root bone (in Keep Offset mode).
Parent the hand to the controller (in Keep Offset mode).
Give the forearm a second constraint, the Inverse Kinematic constraint, with the controller as target, and a Chain Length of 2 (it controls the fore arm and the upper arm).

Now when you rotate the controller, it makes the hand rotate, and it makes the forearm move and rotate as well.
Also maybe in Edit mode, pull the elbow a bit downards so that the arm bend a bit, and create a bone (parented to the root as well) that you put behind the elbow to create the Inverse Kinematic Pole Target.


Why does this Cube look like a Rhombicuboctahedron trapped inside a cube?

Looks like you have a subdivision surface modifier on your cube! This will subdivide the mesh as you model it. You can remove it in the modifiers tab.


How to find out why "context is incorrect"?

You can find out (part of) the context you are in by:

cont = bpy.context.area.type
print(str(cont))

This in itself will help you determine where you are (contextually speaking).
Determining where you need to be is another story.  Each operation that you
do in Blender requires that you be in the correct context.  The way I think
of context is, what window (context) does  the operation occur in when you
do the action by clicking with the mouse?  You also may need to refer to the API
or other info, but one thing I found to help is knowing what contexts exist!

And easy way to find that out is:

bpy.context.area.type = '?'

This throws a useful error:

  TypeError: bpy_struct: item.attr = val: enum "?" not found in ('VIEW_3D', 'TIMELINE', 'GRAPH_EDITOR', 'DOPESHEET_EDITOR', 'NLA_EDITOR', 'IMAGE_EDITOR', 'SEQUENCE_EDITOR', 'CLIP_EDITOR', 'TEXT_EDITOR', 'NODE_EDITOR', 'LOGIC_EDITOR', 'PROPERTIES', 'OUTLINER', 'USER)

Well, there are your context types . . .

I don't know if that has successfully answered your question, because I do not write
plugins, yet, but it might has something that helps get you past the current issue in it.


The slow processor will just cause blender to take longer to do things. It is more likely that the 2 or 4GB of RAM that most chromebooks have that would be the limiting factor, or opengl support.

You could try deleting (or moving temporarily) the addons folder, to see if the ram used by loading the addons helps.

If you start blender from a terminal you should see some indication of why it is crashing which might help.

To alter the resources needed to run blender you will need to compile a version yourself, there are some opengl options that may help, but in general I don't think there you will get any benefits if it can't startup, unless the issue is missing or incorrect library versions.


How to make different layers of mesh in circle z-axis by grouping different meshes?

Particle System

A Cylinder has a Particle System.  This ensures the circular pattern. Use multiple objects with particles systems, such as a plane.  The object which owns the particle system does not need to be rendered.  The yellow [brick] is duplicated along the vertices of the cylinder.  Settings are shown in the Particle Systems Panel in the image above.  You can see many tutorial videos on particle systems on various web sites.

Click on image to see larger version.


How do I make particles collide with object surfaces?

You need to enable 'Collisions' on the object you want the particles to collide with on the 'Physics' tab:


SOLVED

The color mode in the properties panel was still set on sRGB and over-riding the texture node set in non-color data. Still don't know why it started to happen only now. But all sorted!


Is there a way to enable pressing/releasing shift to Pan while already rotating, without having to release the middle mouse button?

Under User Preferences > Keymap navigate to 3D View > 3D View Global.

Look for the operator Rotate View and under it expand View 3D Rotate Modal.
Add a new entry there with the sub option Switch to Move

You may optionally want to add one to View 3D Move Modal too, for equivalent behavior.