Bend tool, which is a newer operator than Warp, and take Warp's shortcut Shift W, works a bit different from Warp. I think here you just need the old Warp tool. You can still find it in the menu.

Another way for bending objects is to use Simple Deform modifier. It will bend along the Local Z axis. You can also give it a try.


using Blender to better understand OBJ features/usage

The file is imported, however it ends up behind the camera.

After importing, press Numpad . to snap the selected objects to the center of the view.


I had the same issue. Above the 3D view port where the layout tabs are (layout shading animation... etc) just delete the sculpt tab where you have the problem and add a new sculpt tab with the + icon. Minor bug hopefully will be fixed


Texture on a flat plane without duplication

There is an internal add-on called "Add Images As Planes" This will allow you to import images as a plane with the proper scaling for X and Y. I find it very helpful.


How can I add more reflections to my glass material?

Your material setup is wrong. On first glance you are feeding shader output to glass node color input.

Leave only 1 glass node connected to Shader output, delete the rest.

If you then need more reflections you can mix in a Glossy shader with Fresnel node.


Problem: Armature Twitches at Its Own Volition During Posing

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


The way I do it is right click on the dividing line between windows and a popup menu gives you the option to 'join' then cursor select which direction the window overwrites the one you want closed.


You don't really need to convert the curve to mesh.

Import the SVG
Create a material
Use an image texture in the material
Select the image you want to use
Create an empty
Select your object again and in the materials set the coordinates to object
Select the empty as the control object for the coordinates.

If you switch to rendered view you should be able to see the texture being used as part of the material of the curve.

To control the placement and size of the image move/scale/rotate the empty.

For Blender internal is the exact same procedure: create a material, create a texture, set it to use object coordinates and use an empty to control them.


That error is common, if there are not enough subdivisions.
You need more subdivisions on the mesh.
In edit mode, subdivide the plane, or add a subsurf modifier and set it to simple mode (instead of Catmull-Clark).
If you look carefully, the texture is divided in two triangles, which is how 3d Engines work, by triangulating the geometry. Without any form of interpolation, the engine cannot deform a rectangular texture into a trapezoidal one. By interpolating you are still getting the triangles, but since the distortion is made in many places it will not be as noticeable.
The best solution, though, would be to use a shape that is not trapezodial at all, but rectangular like in the real world and is deformed by the perspective from the camera and the lens used.
Use Fspy, that way you can reconstruct the geometry, so that it resembles the real world.
Read all about it in the following post:
How can I recreate geometry using a photograph?

(For a longer explanation on why this happens maybe someone more versed in OpenGL and the algorithms used for texture mapping can edit or delete, or write a new answer, in the meantime do a google search for "affine" texture coordinates)
I'll leave this image here to picque your curiosity:


Well there may be a simpler way than what I'm about to propose.  However, while I thought maybe the Shrinkwrap modifier might help, it has some issues.  It might be helpful if you could post your blend file.

I assume you're trying to make some sort of insert that sort of "nests" around the object, like the foam tray in this picture:

My suggestion: In edit mode select one of the downward-facing faces of your knight, like the bottom of a hoof, or whatever surface faces "down" (or "back") in the package.  Now choose Select-->Select Similar-->Normal, and in the bottom part of the tool shelf play with the "threshold" value until you are getting the bottom-and-side surfaces of the mesh.  You may also get some unwanted faces in the upper part of the mesh, that's okay for now.  Once you have the desired regions selected, duplicate them (Shift-D) then split them into a new object (P).

Go into object mode, select the new object you created, then go into edit mode.  with any luck you'll be able to easily select and delete the "wrong" faces.  Select linked (L) may allow you to select entire "islands" of wrong faces based on selecting one unwanted face.

Once you have only the correct faces left: select all (type A), Extrude (E), type Z to constrain to the Z axis, and pull upwards to create "sides" for your hull/nest.   Without changing the selection, type S, Z, 0 (zero), Enter.  That will make the selected vertices coplanar (and, more importantly, make the sides come to a constant height).  Finally, type X and choose "dissolve faces".  You can delete the ngon that results.  You should have a shell that will fit the bottom part of your knight.  You can scale it up slightly to allow for a fit, although I think the right way to do this is with Shrink-Fatten (edit mode, select all, Alt-S).

Modeling the rest of the insert (the flat faces) could be approached in various ways.  You might want to add a plane (in edit mode), center it over your hull surrounding the top edges, delete the plane's face (only, leaving the vertices and edges), select the edge loop around the top of the "nest" and the edge loop of the plane, and choose "Mesh-->Faces-->Fill" to create non-ngon faces.

EDIT: lol your knight figure is way more complicated to work with - I remeshed it to get somthing simpler to manipulate.  After creating the hull as described above, it was still too funky to work directly, so I ended up creating a subdivided plane and using a shrinkwrap modifier (Mode: Project, Axis: Z, Direction: Negative) that wrapped over the hull object.  And then a bunch of tweaking, shrink/fattening, subsurfaces, etc.  Wish it was a simple process to describe.


Sphere with curved faces or sphere of spheres

Metaballs?

An Icosphere and a Metaball..

Icosphere Object Properties > 'Instancing' > set to 'Vertex'
Metaball parented to Icosphere

Icosphere (search) > 'Make Instances Real'

Metaball ..  Object menu > 'Convert To' .. mesh
An outside face selected, Ctrl L all outside selected
Ctrl I all inside selected, and deleted

The result is manifold, and printable. It can be tweaked to a reasonable degree .. eg Alt S fattened.. and/or Ctrl V > Vertex Smoothed..

You might need to poke a hole in it somewhere, and give it a Solidify modifier to make it hollow and drainable,it depends on your printing method..

EDIT: The above example, was only adjusting the radius and stiffness of the metaball instances. Thanks to @GTD.. an improvement.

For more flexibility, after making the instances real, before conversion to a mesh, in Object Mode, you can add another metaball with a larger radius in the same family. Left to right: the original family-base  metaball, 'Mball', its instances, and the new, larger metaball, 'Mball.xxx' The new metaball is not an instance of 'Mball', so can be edited independently, but is a member of the family.

After placing it at the same location as the instances, you can adjust it to fill any gaps between them, and after conversion to a mesh, the interior is clean.


Getting separate body parts from a Makehuman object file

You can use this script on blender to show vertices for each item in the mesh:

import bpy
for object in bpy.data.objects:

    print(object.name)
    if object.type == 'MESH':
        for vertex in object.data.vertices:
            print(vertex.co)

if you need to show just one part called part_name: you can do like this

import bpy
for object in bpy.data.objects:
    print(object.name)
    if object.name=='name_part':
       for vertex in object.data.vertices:
           print(vertex.co)


Copy camera position/rotation to another scene

There are a couple ways you could do this:
Copy/Paste

Copy the camera (⎈ CtrlC) in the first scene
Paste it in the new scene (⎈ CtrlV)
Assuming you are using a Follow Path constraint, Apply Visual Transform (⎈ CtrlA) with the pasted camera active.
Delete the Follow Path constraint.

Link/Unlink

Link the camera to the second scene (⎈ CtrlL> Objects to scene)
Switch to the second scene and unlink the camera (U> Object &
Data)
Apply Visual Transform and delete the Follow Path constraint.


How to animate particles spraying on an object

Here is how to make the particles stick to the surface (thanks to Bibi09):

Give your ground surface a Physics > Collision.
Select your emitter object and in the Particle panel >  Physics > Deflection > activate Die on Hit, and in Render > Extra > activate Dead:


Background camera from same scene in BGE

I resolved my problem a different way, not with cameras in the same scene necessarily, but with a master camera in one scene and the active slave cameras in all the other scenes. Here was my other question where this was explained by the friendly Monster: How to get a camera to copy location of character from a different scene in BGE
P.S. I wasn't asking the same question twice, I thought the cameras needed to be in the same scene at first, but then I thought maybe they could still be in different scenes, so I asked the second question. ;)


The only method that I know of is to influence the normals by using the Normal Edit Modifier and it works only if you have two or more objects and not one object with several submeshes.

In Object Mode, select Object1, go to "Properties Window -> Data"
and enable "Auto Smooth".
With Object1 still selected, go to "Properties Window -> Modifiers
-> Add Modifier -> Modifiy -> Normal Edit".
Keep "Radial"and under "Target Object" select Object2.
Repeat steps 1-3 for Object2, only with Object1 as target.

Since gif isn't suitable to display the "before" and "after" images, here's a jpeg to illustrate the difference.

I only tested this once with Leadwerks Game Engine and there it seemed to work.


Can i colour part of the same 3D text which was converted from 2D text. ( Convert mesh to curve )

You could use a Gradient and a ColorRamp node to change the color along the curve. That said, I don't know how you can make the gradient follow the curve, someone may have an answer, here I kept the gradient horizontal.

And of course, you could convert your curve to mesh, in that case use a b&w mask as a factor in a Mix shader to go from a color to another one:

Convert your mesh to curve, unwrap it with the Smart UV Project mode.
Give it an Image Texture node. Paint it in black and white. It will be the mask that will separate your 2 colors.
Now organize your nodes, plug the b&w picture in the factor of your Mix shader.

Another solution would be to parent a straight mesh pipe to bones (maybe with a Spline IK constraint) then twist the bones the way you want (or the curve in the case of a Spline IK), the texture will follow.


How do connect this without ruining the topology

I am not sure of how it will lead your loops, however to keep it all quads I can think of those connections:


The knife tool is in 2.62, however it's nothing like the modern knife tool. It was rewritten into it's modern form in 2.63 with the introduction of bmesh.

The Bevel tool was also added in 2.63, after being missing since 2.5x.

However both these tools (and many others) have been improved enormously since then, so I highly recommend updating to the latest version.


To fix this, in file> user preferences > input tab, search for the "knife" tool.

Under "Knife Topology Tool" it should say "Knife Tool Modal Map", click on the drop down arrow next to that and find the "Add Cut" shortcut.

drop down the "Add Cut" arrow and change the option that says "Press" to "Any"


There's nothing wrong with the plane, it is reflecting unto your glossy floor, it's the angle of the camera and the fact that the floor is a perfect mirror that is misleading you to think it is just showing through and not reflecting.

To see this, try to change the base color of your glossy shader:

Or, you can change the roughness value of your glossy shader to something above 0, and see that the reflected bits are rough:

Give it a go and let us know if this is truly the case or if something weird is actually happening.


Sorry to answer my own question but here is how I got through it.

import bge
import math

scene = bge.logic.getCurrentScene()
A = scene.objects['Axis']['time']
mist = scene.world
F = math.sin(math.pi*A/2500)

if (A) < (1250):
    mist.mistColor = [1.0, 1.0-F*0.1, 1.0-F*0.2]
elif ((A) >= (1250)) and ((A) < (2500)):
    mist.mistColor = [F*0.8+0.2, F*0.7+0.2, F*0.6+0.2]
elif ((A) > (2500)) and ((A) < (3750)):
    mist.mistColor = [0.2-F*0.6, 0.2-F*0.6, 0.2-F*0.3]
elif (A) >= (3750):
    mist.mistColor = [1.0 + F*0.2, 1.0+F*0.2, 1+F*0.5]


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


Why is there no option to convert a mesh to metaball object?

One indirect way to achieve this will be using a grid distributed particle system, with a meta-ball as the particle object.

Here are the important particle system settings for doing this:

And here's the meta version vs. the original:

You can also set the overall resolution via the metaball's resolution property.

Since these are all fairly simple PS properties, it wouldn't be difficult to automate them as a script or addon.


Your question is very specific. However, converting code into nodes is precisely what the Dynamic Maths Expression / Node Expressions was made for (download it from https://github.com/baldingwizard/Blender-Addons/wiki/Dynamic-Maths-Expression).
Once you've installed the add-on you should have a new Maths Expression option in the node 'Add' menu.
Create a new text block and paste the following code :
outputs(output)

xform[] = combine(zero, one - zero)

in_value = remap_input

output = combine(clip(xform[x] + xform[y] * in_value), clip(min), clip(max))

(NOTE: The above text is translated directly from your sample code, almost line for line)
Name the textblock something meaningful (eg, 'mycode'), go to the Node Editor and add a new Maths Expression with the text TEXT:<name> (replacing <name> with the name of your text block - eg, 'TEXT:mycode') and the add-on will interpret your code and generate a new node group containing the relevant nodes to implement the code.
Obviously your coder friend will need to produce code in the correct syntax for the add-on to interpret.


Cutting out irrregular parts of a mesh out

Hope this helps:

You can try centering the mesh in an axis (X or Y most commonly) and then use numpad 1 or numpad 3 to get an isometric view of the mesh along that axis. (Depending on your blender config, you might need to also press numpad 5)

Then you can press z and tab to go into wireframe mode and edit mode respectively.

Once there, you can select whatever vertices are not needed (To select vertices you can use the hotkey ctrl+shift+tab and select vertices in the popup menu) and delete them. Then press tab again to go back to object mode and add a mirror modifier to mirror the whole "correct" side of the mesh along the axis you need. Fiddle around with the merge and clipping options to get whatever desired effect you were looking for.


What are the differences between renderman and cycles? How can I learn renderman?

Is Renderman better than Cycles?

YES and NO, it handles caustics better, has more options for your lights (light linking), Has had options for years that Cycles is just starting to get. Now the reason I rarely use RM21 is a couple things. 1. Only can use CPU, and they dont have any plans of making it work with GPU (Major Downside). You need another pop up window called "IT" to see your renders. I actually like this because it is so easy to do many render passes with just a click of the button, however it is not the ideal set up to see your quick renders within Blender. Sometimes I just want to switch into render view in Blender to quickly check something. This is not so easy to do with "IT".

Are renderman's nodes easier and faster than cycles'?

NO, roughly the same. There are some exceptions though.

I saw this thing about Pixar's new Surface Shader that was used for Finding Dory and other PIXAR movies.

Blender practically has this now  with 2.79 called the Princepled Shader.

My question is, what is the best way to learn shading and lighting for Renderman INSIDE blender?

https://renderman.pixar.com/forum/forumdisplay.php?s=&forumid=166

Also, these questions are better to ask here:

https://blenderartists.org/forum/


Is there an unsubdivide function in Blender?

You can use the 'Decimate' modifier set to 'Un-Subdivide' mode:

Increasing the number of 'Iterations' will increase the number of times the modifier un-subdivides the object.

This works particularly well with quad based geometry. Below, the monkey on the left (that had a Subsurf modifier applied) has 8,000 vertices, while the un-subdivided monkey on the right (with 2 iterations) has 2000 vertices, with all details preserved well.


When you parent a mesh to an armature, the automatic weight function assign some weight to all bones marked as "deforming", no matter if they are controlling other meshes (a bone can control more than one mesh).

To solve the problem, select the body mesh, enter edit mode, select all vertices, in the properties window, vertex group tab, select the group named as the "eye bone" and click "Remove".


Brush to "Spawn" Several meshes on surface?

Join both of the planes that make the grass into a single object.

On the ground plane create a particle system. On the render section select object and assign the grass as Dupli Object.

Make sure the emitter start and end is 1 and the lifetime is as long as the animation you want to make.
Disable gravity. Make the particle size 1 and give it some randomness.

If your grass comes out flat to the ground just enable the rotation box.

sample file here:


I'm not entirely sure that it does the exact right thing but...

I edited the lines 2044 and 2045 to following lines in the import_x3d.py script in order to fix the error message I got. Basic idea is to just prolong the uv vector to 4 components and then copy the first to back to the target.

tmp = texmtx * luv.uv.to_4d()
luv.uv = tmp.xy

The scenes seem to be loaded, but I have not checked the UV coordinates in detail since for now I don't care that much about them. I may later.


Does instancing work with boolean modifier?

If you don't mind a destructive approach you can convert all instances in real objects and use them in the boolean.
With the instance object selected Ctrl+A>Make Instances Real to convert all instances in actual objects, Shift+Select an Object to make an active, Ctrl+J to turn all instances in one object and use this as the boolean object.


Which version of Blender can I use with an i3 and Windows 7?

Start always with the latest version.
If that doesn't work then downgrade to an older one.
2.79 will work with most old and humble computers.
2.8 needs a bit more robust hardware (specially a good GPU).B
But the best way to know is to try it out.


The image texture is set to non-color data , it should be set to color-data if this is your texture.

The output of the color ramp should be connected to the diffuse shader and not the glossy,also right now the color ramp is connected to the roughness of the shader,it should be connected to color.


How Do I Save 3d View as a Wireframe Image? (Blender Render)

Must be an integrated Intel graphics card, those are known to cause trouble. You should look into solving that problem first as there is no other way of capturing OpenGL viewport wireframe.

Anyway alternatives are

If you are using Blender Internal render create a new material and at the top of the Properties Window > Material Tab change it to Wire type. Optionally turn on  Shading > Shadeless

If you´re using cycles create a new material and add a Wireframe node as mix mask between two other shaders. Combine them as desired to achieve whatever visual you want.


Shading artifacts in cycles displacement

A couple of things come to my mind:

If it's really the image that's the problem, upscale and blur it beforehand. This will smooth any compression/resolution artifacts and could work in your case.
Are you using Adaptive Subdivision? If not, you might want to do
that. Go to Render Properties > Feature Set > Experimental. Then add
a Subdivision Surface modifier set to Simple and check Adaptive
Subdivision. In viewport you won't see the full resolution though. Also, make sure to use Displacement Only. Material Settings > Settings > Surface > Displacement >Displacement Only.
Try different interpolations in the Image Texture node.


Missing tool in the Toolbar (Shading/UVs)

The "Shading/UV" panel of the Tools shelf is available in Edit Mode  only.

Try hitting Tab to switch to Edit Mode.


Does the blender Eevee rendering engine really have indirect lighting?

Eevee uses irradiance probes to calculate indirect lighting, it's not as accurate as pathtraced indirect lighting, but often is enough for realtime preview.

No indirect:

With irradiance volume:


boolean modifier fills up the intersection area

The problem is the topology of the small cube, it is made of separated faces, so the Boolean operation can't work properly. To solve this, you need to go in Edit mode, select all, and W > Remove Doubles, so that it joins all the faces together and make a real cube. Then your Boolean will work properly.


White version of a product visualisation loosing reflections

White non-metallic surfaces have less shiny reflectivity than black ones of the same smoothness, because white surfaces disperse more light (in multiple directions). Combined with that is the optical illusion that light on a dark object is more visible to the eye than light on a light object. If you already have a white object and you try to make it more white, it's not going to increase as much in visual brightness.

This is how it works in the real world as it works in blender. To force this look with the material you want you can do two things:

You can make the material more metallic by increasing the metallic slider. As you can see that your expected material looks more like aluminium than plastic.
You can increase the specular slider to increase the amount of reflection directly. This slider is there for artistic use like what you seem to be trying.

If you are not at all happy with the workings of the principled shader you can make your own node system by mixing the glossy shader with the diffuse shader and using fresnel (in case of a non metallic object)

Another solution for you might also to increase the contrast of the HDRI by using a gamma node which should make the reflections appear brighter, or use color management to increase the overall gamma of the image.


Solidify modifier causing strange artefacting?

Solidify causing this.

I expect that 0.1 thickness is too small for this object, so increase thickness value.

You may expect, that 0.1 thickness must be a big value, but this value multiplies with object scale, so you may apply scale to fix that (Ctrl+A -> Scale)


How can I transfer UVs from a source to a target using Animation Nodes?

After constructing the mesh while using UVs. You just have to output it using the mesh object output node.


source for The Mesh extra objects addon in latest version?

Open the preferences (Edit > Preferences).

Switch to the Add-ons tab, search for Extra Objects and enabled the Add Mesh: Extra Objects add-on.

Add a new Regular Solid object (Add > Mesh > Math Function > Regular Solid).

Open the Adjust Last Operation panel in the lower left corner of the 3D View.

Adjust the properties.


How can I make the camera safe zone lines easier to see?

Preferences → Themes → 3D Viewport → View Overlay.
You can't make in darker, but it can be lighter and easy to see:


Blender - Diffuse color change by color "picker" popup

Ok...at last I have figured it out!
Probably I am not so stupid as I thought.
I made this that works perfectly:

import bpy

class MaterialColorPanel(bpy.types.Panel):
    bl_label = "3dView Material Color"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "material"

    def color_update(self, context):
        col_R=self.color_Material[0]
        col_G=self.color_Material[1]
        col_B=self.color_Material[2]
        bpy.context.object.active_material.diffuse_color=(col_R,col_G,col_B)
        print(">UPDATE:", col_R, col_G, col_B)

    bpy.types.Scene.color_Material=bpy.props.FloatVectorProperty(
                                        name="Material Color",
                                        subtype = "COLOR_GAMMA",
                                        default = [1.0,0.0,0.0],
                                        update=color_update)

    def draw(self, context):
        self.layout.prop(context.scene,"color_Material")

    def invoke(self, context, event):
        print(self.colMat)
        return{"FINISHED"}

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

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

bpy.utils.register_module(__name__)


Rounded shapes with hard surface modeling (lubricant bottle)

Here are 2 methods.

You can use the picture of your object as a blueprint and draw its profile on a flat plane, then make some extrusions, bevels to round the edges, etc...

Or you can use a method like yours, directly beginning with a 3D cube, then edge loops and extrude, but you have to keep in mind that you need to go from the general shape to the details, don't begin with details like bevels unless the general shape is good.


Press your middle mouse button (the wheel) and then it should work.


Using dynamic paint images for displacement

This is an "answer" only because i wanted to attach an image.  To ask a basic question, have you tried manually editing your depth image so the contrast is more pronounced?  A quick and dirty version of that is below.  I am guessing you are not going to see noticeable results from many of the methods you describe if the color differences are too subtle.

If that fixes the problem, then I guess there are several ways you might increase the contrast in your images, some within blender and some external.  It sort of depends on how you're using it, for example if you're using a bump map you might try a brightness/contrast node.


"Use Nodes" Button for Materials in Blender 2.8

Switch to the Shader Editor, in the upper-left:

Then edit the material nodes:


Transfering add-ons between blender builds

Once you get a new version of Blender you will see this welcome screen:

Here in bottom of this window you will see something like "Load 2.xx Settings". If you press on it, your settings, add-ons and configs will be properly copied.

What if don't you see this button on the welcome screen (pressed save settings before)?

Navigate to folder:

Linux

~/.config/blender

Mac

/Users/username/Library/Application Support/Blender/

Windows

%APPDATA%(Program files)\Blender Foundation\Blender

And remove folder with name equal newest version number. That makes blender launches "like first time", and you will get  "Load 2.xx Settings" button.


OpenGL render doesnt render with the Panoramic Fisheye Lens?

Sadly this feature is not supported. Here is a snippet from the Wiki:

  Cycles supports Equirectangular and Fisheye panoramic cameras. Note that these can't be displayed with OpenGL rendering in the viewport; they will only work for rendering.

Here is a link to the Blender wiki page on Cameras > >


How to scale child object when only part of the parent object is scaled

In this particular case, to keep things simple, for a constant offset, you could assign a Shrinkwrap modifier to the cube, target the frame, set to 'Nearest Vertex', and with the Offset in the modifier adjusted to give the desired gap. Here, the frame is being animated using shape-keys.

Perhaps more generally. this time giving a true scale, so the gap scales as well as the cube and inner rim:

Create vertex groups of the inner surfaces of the frame and all of the cube
Create a single-bone armature at the scaling origin
Name the vertex groups the same as the bone
Assign an Armature modifier to the frame and the cube, both targeted on the armature, and both set to 'Vertex Group' using the named vertex groups.

Now scaling the bone will scale all the associated vertices.


Applying roof tilles on cone shaped roof in Blender?

I have not unwrapped anything (successfully) before, but here is an idea. In GIMP, open your image:

At the top choose filters>distorts>polar-coordinates and set it up as shown:

It will be easier to map to your cone, and the tiles will point towards the top, but they will be longer towards the bottom I think, so . . . You can try that if you want. :D


I wrote an addon, Mesh Align Plus, for strange situations just like this! In GIF form:

You can connect two of the points to form an edge if you like, it doesn't matter. You can also just move the point data (the mesh) by itself if you want to leave the object origin where it is. Check the demo video on the wiki (or ask here and I can include info for that).


Check if scale is applied - in object mode Object>apply>Rotation&Scale.  Make sure you select each separate mesh.
Check if any modifiers are applied - In properties Modifiers...apply any that are there.
Then check the bones are parented correctly.
Export as a fbx.  Select the space ship mesh and bones in the rig. Then check in export box the Selected Objects and check experimental apply transform.
Drag and drop the fbx in to unity assets or any file.


Blender 2.8x
As of Blender 2.8x the 'Merge at Center' shortcut has been removed so you would have to create a new one. Right-click  RMB the menu item, click 'Assign Shortcut' and choose whatever you like:

Alternatively you can add it to the new 'Quick Favorites' list. That way you can access the operator by using (Q) in the viewport.  RMB the menu item and select 'Add to Quick Favorites':

Another option is to create the shortcut manually. Go to the User Preferences > Keymap, then unfold 3D View > Mesh > Mesh (Global) and add a custom shortcut item by clicking 'Add New'. Set the identifier to mesh.merge, it's type to 'At Center' and the actual key event to W:

Blender 2.7x
As always in Blender Right-click  RMB the button (menu item in this case) and select Change Shortcut will do the trick. If you want to reset it, original shortcut (default value) is Alt+M for all merge methods (menu items). For this reason you could also disable/remove unnecessary shortcuts in this dialog to prevent that the dialog appears:

Merge At Center (without Dialog)
Another option is to set the shortcut via User Preferences (Ctrl+Alt+U). Select the Input Tab and type: merge in the search area or simply unfold 3D View > Mesh > Merge:


Perpendicular view on corners/edges in sculpting mod

if you tab into edit mode, you can use Shift Numpad 7 to look down perpendicular on the active face / selection. This also aligns to edges, but along the edge, not perpendicular to it. Perpendicular alignment is possible with using Shift Numpad 1 when having one edge or two vertices selected. Toggle between Ortho and Perspective using Numpad 5

tab out of Edit Mode again to return to sculpt mode.


Setting initial size of an object when added to a scene

You have added a new object (for example, a cube) and first of all, expand the properties menu of the new object, as in the picture.

Please note that this menu is displayed once, when adding an object,
if you have done something with the object, then this menu is no
longer available.

In this case, you can "Apply" changes (object -> apply -> scale / or location / or rotation)


Edit: As Duane points out in the comment below, DPI is often incorrectly used and PPI is more appropriate. It is very likely, however, that DPI and PPI are being used interchangeably in the context of OP's question.

DPI PPI means "Dots Pixels Per Inch." It is an expression of resolution over length and is most commonly used in printing. It is used to tell other software how far to spread out the pixels for printing.

For this to be meaningful in Blender, you'll need to know how large the final reproduction of the graphic will be on a page (or poster, or whatever you're making). The math is pretty straightforward:

Render X Resolution = Print Width * DPI PPI

Render Y Resolution = Print Height * DPI PPI

For example, if you were rendering for a 4 x 3 print, the render resolution would be 4*300 x 3*300 ==> 1200 x 900.

Be aware that the rendered file will carry a default DPI PPI definition of 72 or 96, but that only tells the Inkscape or Illustrator how large to make the picture on the page at import. Once you have your render, you can change the file's DPI PPI definition in GIMP or Photoshop without changing the actual pixel count. (Be aware that other softwares may be using DPI and PPI interchangeably.)


how do I minimize a texture node using python?

The mentioned operator changes a single property, which collapses the node to its space-saving variant. The property is called .hide, which is a bit counter-intuitive:

# Get texture
tex = bpy.data.textures['Tex']

# Enable node mode (if not already), otherwise .nodes will not exist
tex.use_nodes = True

# Create node and minimize it
n1 = tex.node_tree.nodes.new("TextureNodeDecompose")
n1.hide = True


scale several bones envelopes proportionally

It appears the Alt-S and Ctrl-Alt-S work to scale multiple, proportionally.


How to install the add-on to import Rhino .3dm files

Don't download the master branch, instead download the latest release here or use the following links to download directly.
Windows: https://github.com/jesterKing/import_3dm/releases/download/0.0.8/import_3dm-v0.0.8.win.zip
Macos: https://github.com/jesterKing/import_3dm/releases/download/0.0.8/import_3dm-v0.0.8.macos.zip
Then install the same way as any other addon. Hope this helps!


I am installing the version 2.79 and later the 2.79b due to some limitations of the graphycal card of my laptop. I have had the same problem: empty icons in the menus. I have solved the problem running the blender as administrator. It works now!


You could insert a single keyframe for the location on the camera (if you dont have any movement) and then, in the the graph editor, add a noise modifier to the curves in the properties panel (N key). Adjust the values of the modifier so you can get the intensity and movement that you like.


Similar to this answer, we can use a driver function to capture the relevant details - but instead of using the values to calculate the velocity and/or acceleration, we can simply store the previous data value into a queue and retrieve the value after the specified number of frames.

Here's the code you'll need - paste it into a Text Editor window named something like 'delay.py'. Tick the 'Register' checkbox to ensure it's run automatically whenever the .blend is loaded - or just run it manually using the 'Run Script' button.

import bpy

attributes = {}

def drv_delay(frame, attr, delay, value):
# Used to delay the value by a specified number of frames.

    # Determine whether we already have a value for this attribute
    if attr in attributes:
        attribute = attributes[attr]
    else:
        # Not found - create a new record for it and store it
        attribute = {'frame':frame, 'dataqueue': []}
        attributes[attr] = attribute

    if frame <= 1:
        del(attribute['dataqueue'][:])

    # Only store the value on change of frame (to guard against being called multiple times per frame)
    if frame != attribute['frame']:

        # Store this value in the queue
        attribute['dataqueue'].append(value)

        # Discard any elements that are more than the delay period
        while len(attribute['dataqueue']) > (delay+1):
            del(attribute['dataqueue'][0])  #remove one from head of the list

    # Store frame
    attributes[attr]['frame'] = frame

    #return the value at the head of the list
    if len(attribute['dataqueue']) == 0:
        return value
    else:
        return attribute['dataqueue'][0]

if 'drv_delay' in bpy.app.driver_namespace:
    del bpy.app.driver_namespace['drv_delay']
bpy.app.driver_namespace['drv_delay'] = drv_delay

The script defines a driver function and registers it in the driver namespace to make it available to use in driver scripted expressions. This means that we can use a new function in the driver expression as follows :

drv_delay(<frame>, <attribute>, <delay>, <value>)

Where frame is the current frame (so we can detect frame change for handling the delay), attribute is a name for this 'delay queue' - each property will need to be given a unique name so that blender knows which one we are referring to), delay is how many frames the 'queue' should buffer, value is the actual value that we want to delay.

To use it, set up the driver Scripted Expression as something like :

drv_delay(frame,"cube_y",10, var)

This sets up a delay queue named 'cube_y' (for the y-coordinate of the cube) with a delay of 10 frames. var is the value being delayed. The function will essentially return the var value passed in 10 frames ago.

To demonstrate, here's an example with an Empty moving in the scene, with a Cube delayed by 10 frames and a Sphere delayed by 15 frames. The queues are automatically reset at frame 1 so the motion can restart afresh.

Blend file included


Simple Blender script in VS Code causing EXCEPTION_ACCESS_VIOLATION, but works in Blender

I tried to apply a fix for a similar problem you described about the Exception Access Violation error.
The sequence to follow apparently is to go under the Advanced tab under Windows System Properties selection.  Under Performance Options, there is a radio button selection to Turn on DEP for all programs and services except those I select:.
Upon adding Blender 2.90, The DEP prompt displays

You can not set DEP attributes on 64-bit executables".

I have a 64-bit Windows operating system, in which Blender 2.90 worked temporarily after adjusting the compatibility settings to Windows 8. Apparently a particular Microsoft update doesn't like the software.


Editing the official pie menus add-on fundamentally

I can think of two approaches that don't involve altering the pie menu addon.

First is to alter the keyboard shortcuts, blender can use any key as a modifier so you can keep ↹ Tab to toggle edit mode and hold E and press ↹ Tab to show the pie menu. The standard edit mode shortcut is left in place, the pie menu addon just gets the tab key before the default shortcut.

Another approach that gets closer to your idea is to create an addon that runs an operator on a timer to decide after the set time if it should toggle edit mode or show a pie menu. As it is, this example is awkward to use but could probably be improved with a bit more work. The full addon can be found here with the main operator showing the idea below. The mouse positions passed into the operator's modal() are from the previous modal() call rather than the initial execute, this leads to the mouse needing to be moved just as the timer is triggered to get the menu to show.

class TimedEditMode(bpy.types.Operator):
    """Go into edit mode if tab is held down"""
    bl_idname = "wm.timed_edit_mode"
    bl_label = "Timed Edit Mode"
    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            move_x = abs(event.mouse_x - event.mouse_prev_x)
            move_y = abs(event.mouse_y - event.mouse_prev_y)
            move_threshold = context.user_preferences.view.pie_menu_threshold

            if move_x > move_threshold or move_y > move_threshold:
                bpy.ops.wm.call_menu_pie(name='OBJECT_MT_mode_menu')
                return {'FINISHED'}
            else:
                bpy.ops.object.mode_set(mode='EDIT', toggle=True)
                return {'FINISHED'}
        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(time_to_wait, context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)


Why does rigid body physics not work in objects created by an object instancer? (Animation nodes)

First, you are setting their locations explicitly using the Transforms Output node, so the simulation obviously won't take effect. Second, objects need to be linked to the RigidBodyWorld collection, so you can use the following expression:

[collection.objects.link(obj) for obj in objects if obj.name not in collection.objects]

So, your node tree should be as follows:


Rendered animation plays faster than not rendered

When you talk about a "rendered animation" I suppose you're talking about the video result in FFMEPG format or else, and not what you see in Rendered or Object mode in your 3D view. In your 3D scene, in Solid mode, if you have a heavy scene with a lot of objects, it won't be able to play 24 images per seconds. If you want to have an idea of what is the real speed you need to go in the Timeline window > Playback menu, and enable Frame Dropping option. It will respect the real speed but at the price of some frame droppings.


Yes, but a much simpler (conventional) way is to have a setup like this.

Empty2 -> Empty1 -> Object, where the arrow represents a 'parent of' relationship.

The Empty2 is a parent of Empty1, and Empty 1 is a parent of Object. Then when you keyframe Empty1, Object will move accordingly. On top of that you can then keyframe Empty2 and Empty1 (and therefor Object) will move in relative orientations.


All you need to do is change Mapping to Random and also you can add Random for Rotation. In Brush settings.


Blender's world environment sky looks flat

You can adjust the coordinates of the Environment texture to manipulate the 'centreline' of the environment. This can be achieved with the following nodes :

Adjust the Mapping node to skew the coordinates in a specific direction. The Normalize node ensures the result is still a valid Normal for the environment texture.

Obviously there are limitations to this since the environment is effectively projected onto an infinite sphere - adjusting too far will noticeably reduce one half of the environment into an ever decreasing circle while stretching out the opposite side.


Try extruding the shape, then use the bevel modifier with limit method to weight. By fine tuning the edge bevel weight in edit mode on the top edges you should be able to get something close to what you want.


Using extremely large objects and small objects in the same scene?

As mentioned, another option is to use Forced Perspective. This is where an object's distance appears to be different to its actual distance due to how it appears and/or moves.
By placing an object in the middle-distance and parenting it to the Camera's location, it can move as if it were actually placed "at infinity" - so that it moves in relation to the background.
This can be achieved using the 'Child of' constraint with the settings set to enable Location but to disable rotation (since we want its position to be based on the viewpoint but not to be affected by the rotation of the camera).

Here's the result using the default cube and a default size icosphere placed at a slight distance. Note that I've added some static stars to the background to make it more apparent that the sphere is appearing static in relation to the background and making it appear more ‘planet sized’ since it doesn’t change as the camera moves around the foreground objects :

Blend file included for reference


Adding a documentation reference for a custom Object attribute

bpy.data.*  has attributes like objects, meshes, speakers, cameras etc.  None of these collections have a RigProps pointer property.  Use the type that the custom property has been registered on.

Small example, Object has an IntProperty named "example" registered.  Added UI in object properties name panel to test.

import bpy
from bpy.props import IntProperty
bpy.types.Object.example = IntProperty()

def draw(self, context):
    self.layout.prop(context.object, "example")

def my_addon_docs():
    map = (
        ("bpy.types.Object.example",    "/posing/"),
    )
    return "https://some.website", map

bpy.types.OBJECT_PT_context_object.append(draw)
bpy.utils.register_manual_map(my_addon_docs)

In your case, I'd suggest using the map

    map = (
        ("bpy.types.Object.RigProps.*",    "/posing/"),
    )
    return "https://some.website", map

Or if you have anchors (or query strings)

def my_addon_docs():
    props = ("use_xxx", "use_yyy", "use_zzz")
    map = [
        ("bpy.types.Object.RigProps.%s" % prop,
          "#%s" % prop) for prop in props]
    return "https://some.website/posing", map


The bridge edgeloops has an option that can help. The operator options are available by pressing F6 and can also be found at the bottom of the tool panel on the left T.

The twist amount defines which top vertex bridges with which bottom vertex.


Particles floating above procedural surface

As Gorgious says, it seems like the particle system can't take the Displacement node into account, in that case what you can do is baking the current displacement setting:

Unwrap you object with the Smart UV Project option
In the Shader Editor plug the wave texture only
Create a new Image Texture node, create a new 32-Bit Float image, keep the node selected:

Bake with Bake Type > Emit:

Here is what you should get:

Create a Displace modifier, put it above the ParticleSettings modifier, choose Coordinates > UV:

Load your texture:

In the Shader Editor, replug only the Principled BSDF:

It should work:


Yes. As of 2.72, there is a new mouse actuator which you can use to rotate objects based on mouse movement.

Try adding these logic bricks to your camera object:


How to better position a texture on sides?

If it's a cubic shape like this, I personally don't bother using UVs (unless I have to export it somewhere else where nothing else works).

I instead use Generated texture coordinates, and I change the textures' projection from flat to box:

This way, the texture is projected from a box around the object, you can even use the "Blend" option to blend each face of the box so you don't see much seems:


How do you remove the overlap of two mirrored, hollow, conical, cylinders?

Create a bottomless cone object centered around the midpoint between the two cones.
In Edit Mode move all the geometry to one side the required distance so the cone is centered on the eye.
Now add a Mirror Modifier to the cone and turn off clipping. Activate bisecting for the X axis (or whatever orientation fits your particular model) and it will cut the cones at the bisecting plane.


Basic ingredients of a mesh are triangles (tris), quadrilaterals (quads), and polygons with n sides (n > 4, n-gons). N-gon is the least often used, and indeed Blender's own support for true n-gon is fairly recent (2.63).

The lower right face of your problematic mesh is a concave quad. Normally, proper rendering of a concave polygon requires it to be decomposed/fragmented into several convex polygons, a doable operation but potentially expensive [PDF] for realtime display. Blender doesn't do such operation, blindly drawing a face for each connected edges in each polygons in a mesh, hence the "ghost face".

To avoid such occurence, manually convert the quad to tris (select the face, then press Ctrl-T) for the upper and lower part of the quad:


I tried SSS at first but was not happy with the results. I decided a glass shader looks much better.

I just used a Principled shader with transmission set to 1, for glass. Then I added some volume scatter with a slight orange color just so it doesn't look like glass and has some volume in the inside.

I did not do it here but I think slightly deforming the spheres will give it some more realism.


Follow path constraint - object goes back and forth when speeding

Instead of using a follow path constraint you can do this:
Add an empty in the world origin. Parent your sphere to it (Keep offset). Then animate the z-Rotation of the empty/sphere, which is much easier to use.
I've taken your blend file and parented the sphere to a rotating empty which is parented to an empty that's moving back and forth on the Y axis. The elliptical curve object is just to visualize the path of the sphere.
Your original sphere had an orbit with a diameter of 33.8 metres, so I set the sphere 16.9 metres away from the empty which makes a full rotation in 201 frames (to make it loop correctly on 200 frames). The second empty moves from Y = 3 m to Y = -3 m on frame 101 and back to Y = 3 m on frame 201.
This results in an elliptical movement which still has a diameter of 33.8 m on the major axis on the X axis, but the minor axis along Y is reduced by 6 m to 27.8, the Y distance that the second empty travels from one side to the other.
Because the rotating empty is 3 m away from the oscillating empty on the Y axis, the center of the elliptical movement is at X = 0 and Y = -3. (By the way, I've set the movement's interpolation to Bézier while the rotation is set to Linear, because otherwise the ellipse is somehow flattened on the short ends.)
This is because on frame 1 the sphere is on its lowest Y position and the osciallting empty is moving in negative Y direction at the beginning 8towards the sphere). If the sphere was on it highest Y position and the oscillating empty starts moving away from it, the ellipse diameter would be stretched in Y direction, exactly + 6 m.
If you start with the sphere in its lowest or highest X location, this will result in a slightly angled ellipse with different diameters (which can surely be calculated by formulas, but I don't have them at hand right now).


How to make an object emit light in Cycles?

To make an object emit light you use an emission shader.  Go to the materials tab on the properties editor, then add a new material and change the shader from the default diffuse to emission.


So i eventually figured it out myself.

I duplicated my hand bones and called them IK_Hand_L/R.
the original hands follow those IK bones and the IK bone of the left hand is set as a child of the gun bone using bone constraints, which i can toggle on and off anytime i want.


Property definitions saved in blender rna.
When we define a prop with bpy.props the methods are akin to python's property method, extended to save the details in the blend files rna.  (From the geneticists mumbo jumbo)
All the things we define in the definition funcion, in this case FloatVectorProperty are stored here.  The value when set is stored as a custom property in the file.
Even tho we don't need to define Object.color it's very, very similar to  as if we defined
>>> from bpy.props import FloatVectorProperty
>>> bpy.types.Object.xcolor = FloatVectorProperty(
...         size=4,
...         default=(1, 1, 1, 1),
...         )

>>> C.object.bl_rna.properties['xcolor']
<bpy_struct, FloatProperty("xcolor") at 0x7fa4ee68d288>

Which looks just like
>>> C.object.bl_rna.properties["color"]
<bpy_struct, FloatProperty("color") at 0xc110c20>

Instance value
>>> C.object.color
bpy.data.objects['Cube.004'].color

>>> C.object.color[:]
(1.0, 1.0, 1.0, 1.0)

Some defaults.
>>> C.object.bl_rna.properties["color"].default
0.0

>>> C.object.bl_rna.properties["color"].array_length
4

The array's default value
>>> C.object.bl_rna.properties['color'].default_array
<bpy_float[4], FloatProperty.default_array>

>>> C.object.bl_rna.properties['color'].default_array[:]
(1.0, 1.0, 1.0, 1.0)


lens-flare shader

There is an OSL lens-flare shader by iReboot (aka Dylan Whiteman) which may interest you.

From his blog post referring to a lens-flare shader originally written for the Renderman language by Larry Gritz & Tony Apodaca of pixar, iReboot writes:

  I decided to try and port this to OSL - (...) I added a few features, such as
  user definable images for lens-flare elements and have got to a point
  where the shader can now be released.(...) - along with video tutorial links


Problem solved! Check the following code:
(1) Step one: Select camera and change the transformation orientation into 'Local'
(2) Step two: Write in Python:

cam = bpy.data.objects["Camera"]

cam.select = True

bpy.ops.transform.rotate(value=-1, constraint_axis=(False, False, True), constraint_orientation='LOCAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

print(cam.rotation_euler)

Here you can change -1 into any angle you want to roll


You can access this from the spline collections.

obj = bpy.context.object
curve = obj.data
spline = curve.splines.active

http://www.blender.org/documentation/blender_python_api_2_73a_release/bpy.types.CurveSplines.html#bpy.types.CurveSplines.active


Make a copy of your rig and remove the animation (unlink the action on the duplicate).
Flip your original rig by going into Object mode and setting scale in X-axis to -1.0 on the object.
Add a Copy Rotation constraint for each bone of the duplicate rig that will target the opposite bone in the original rig - ie. Arm.L will copy rotation from Arm.R:

Set the constraints in Local space, check inverse for Y and Z axis:

Automate it with python:

import bpy
orig = bpy.data.objects["NAME_OF_ORIG_RIG"]
copy = bpy.data.objects["NAME_OF_COPY_RIG"]

for pb in copy.pose.bones:
    const = pb.constraints.new("COPY_ROTATION")
    const.target = orig
    const.subtarget = pb.name.replace(".L","§").replace('.R','.L').replace('§','.R')
    const.invert_y = True
    const.invert_z = True
    const.target_space = const.owner_space = 'LOCAL'

Bake the animation on the copy rig into an action:

Pose > Animation > Bake Action > set settings:

Flip your original rig back by setting X-scale to 1.0
Switch the original mocap action with the baked action.
Delete the rig copy.
Optionally automate it all in python.

This approach shows how and why it works and is understandable for someone not familiar with quaternion math or python. You can also achieve the same by transforming F-curve channels directly with python by using that quaternion rotation math.


glTF and three.js do not have Blender's concept of a Scene Camera, so you'll need to use another way to identify which camera you want. Object names are exported with cameras, and Custom Properties are exported as well (if you enable this in the export options). Those would both be available in three.js as camera.name and camera.userData.
Note that the camera may be parented to an empty for export, so you may need to check both camera.name and camera.parent.name for the original name.


Here is a try, I've followed the profile shape, switch view, add some vertical edges, mirror, begin to draw all the holes with additional edges, extrude one time to give thickness, extrude a second time to dig the holes, put some additional edge loops to sharp the angles. At the end I've added the circle drawing with the help of the knife or knife project tools, but I could have created it earlier (on the basic plane, before the first extrude).


How many dB (Decibel) are at the extreme limit of the Waveform?

Decibel is a comparative unit, like percentage but logarithmic, so red lines say "You went over 100%". But 100% of what? It's 100% of the hardware and software capabilities.
In professional audio there are many different conventions, named dBU, dBA, dBV, and so on, often referred as generally dB, but it's not correct to say dB if you don't specify referred to what.
In this waveform representation you can think that the minimum audio level is silence 0% and the maximum is 100%; red lines underline the fact that signal went over 100%, and it will be cut to 100%, resulting in distortion (like overexposing an image, resulting in uniform white where different shades should appear).
This 100% level is often referred as "0 dB", which is the maximum peak level the system can handle without distortion.
In this kind of representation average (RMS) levels often stays between -14 and -10 dB (but it all depends by the kind of signal and its levels of audio compression).
Level meters are always logarithmic (as our hearing capabilities are very large: from wind whispers to Jumbo Jet takeoff: from + 30 dBA to + 140 dBA), so 50%, corresponding to - 6 dB, is often represented similar to this picture:

In this examples 0dB corresponds to the maximun output level your sound card can deliver (typical levels are - 10 dBu for consumers equipement, + 4 dBu for professional equipement).


Why isn't my Normal Map visible after baking&applying texture?

Looks like you applied the texture to the silver material. I can see the effect on the belt buckle. Have you tried applying the normal texture to the rest of the materials?


How to model separate parts and re-use them?

You can store and re-use parts. Just save the re-usable part in a separate file. Then, whenever you want to use it, push Shift+F1, navigate to the .blend file with the part in it, open it, select the objects folder, and select your object. It will then import that object and all its data into your scene. Hope that helps!


Increase Transparecy bounces

The more objects you add, the more interfaces the light should bounce off to reach a surfaces. This is true also if your objects let the light pass through, like the volumetric and transparent shaded cones are doing.

The black shadow is due to the low number of Transparent bounces allowed in your scene (compared to the scene complexity from this point of view). Light path are being terminated before reaching any light source, so they render blck.

You should increase at least the Max Transparent bounces filed found in Light Path panel by some units.


keyboard emulators or keystroke generators often make use of the Operating System's UI functionality to send the keystrokes to applications. Since Blender comes with its own UI the codes won't be recognized.

I don't know much about Mac OS and Macs in general because I don't use them anymore but maybe there are other tools that provide the functionality on a lower OS level. There certainly are some for Windows.


Why is my alpha texture repeating as a triangle shape?

Never mind, I figured it out. Under the Mapping submenu in the Texture pane, the Coordinates need to be set to Generated. It then appears normally, like this:

Hope this helps.


Object keeps moving between frames even though theres no frames in between?

Even though you have no keyframes on frame 178, there are keyframes for LocRotScale before and after.

so frame 178 is in the middle of the interpolation between two keyframes with different values.

To have the door steady select the previous keyframe press T and set the interpolation to Constant.


Why the lenses won't follow the glasses?

It turns out that I had forgotten to assign the vertices to the "head" Vertex Group in the Armature mod (rolling eyes)! Thanks to MadeWithFeet from BlenderArtists that called it up.


You are baking the Normals instead of diffuse/color. Try this instead to get the diffuse Color only:

... but since it is a Lava material and if you have some emission, you may have to bake the emission pass as well. It all depends on how you want to use the baked texture for. May be something like this with Emission:


Object transformations not applying when running Blender in batch mode

From the API documentation:

By default handlers are freed when loading new files, in some cases you may wan’t the handler stay running across multiple files (when the handler is part of an addon for example).
For this the bpy.app.handlers.persistent decorator needs to be used.

import bpy
from bpy.app.handlers import persistent

@persistent
def load_handler(dummy):
    print("Load Handler:", bpy.data.filepath)

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


My script incorrectly adds 1 extra int to game propert, why?

Your keyboard sensors will keep triggering while the key is pressed, possibly triggering your script twice or more for a single key press. To solve this, enable the "Tap" button so that it only triggers once for a press.

I can also recommend reading up on PEP 8 -- Style Guide for Python Code. It gives you guidance on naming conventions; following it makes it easier to collaborate with others, and also makes it easier for us to understand your code and help you with issues.


How to scale object with more vertex to other to fit perfectly?

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

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


(Image inside) UV offcenter but textures working. Causing issues

The textures render fine because they are "repeated" by default: you can display this behaviour by clicking the relative option in the Properties panel (N) of a UV editor window.

In my example, as the image is 2048x2048, if I select all UV vertices and grab (G) them by 2048 in the Y axis I would get your situation: the render would be exactly the same.

In your case you can read the Y dimension of your texture (let's say 1024 x 1024), select all the UV and press G,Y,-,1,0,2,4,Enter.

The UV will be centered, the render will be the same and Unity will be happier.

I don't know why the modeler did this little mistake.


The correct render sampling amount in the render properties tab. Is there a right or wrong amount?

There is no right or wrong.

A higher number of samples will result on a cleaner picture, but takes longer to render. Clean image in cycles is usually between 200 and 500 samples, sometimes even higher numbers are needed.

A lower number will show some noise, but will render faster.

The correct number is the one that works for you: Is the level of noise tolerable? Can you live with it vs the time needed to render in higher quality?


When the new animation system was added, Auto Snap was enabled by default in the Dope Sheet and Graph Editor. It uses the nearest frame for snapping. You can change this behavior using a the Auto Snap dropdown menu in the header (it's in both the Dope Sheet and the Graph Editor). You can disable Auto Snap altogether by setting that dropdown to "No Auto-Snap".


Why won't eyes move with the rest of my mesh?

In short, make sure that other bones aren't also affecting the mesh where the eyes are sitting.

More specifically, you should parent the eyes to whatever you have set as the head's bone as well. Ensure that other bones aren't affecting the mesh of the head. Visually, you would want the area around the eyes paint weighted red, and the eyes as well. When reviewing the other vertex groups, the area around the eyes should be blue, with 0 weights set to that location. This will ensure nothing else is affecting that area.


Intersect boolean in animation doesn't render properly and gives blackout/whiteout

In a recent version an "Exact" mode has been added to the boolean modifier. It is enabled by default, and it is supposed to handle non-manifold and co-planar meshes better than the regular "Fast", mode, but it is also computationally very heavy and there are still edge cases where it fails.
You can try to toggle between "Exact" and "Fast" and see if it changes anything.
Also, booleans do not work well with non-manifold meshes (eg a plane) You can try adding a solidify modifier with a very low value.


Blender 2.8 Evee problem with irradiance volume and reflection cube

Thank you for stating your question clearly.
When you import .FBX files from MAX: Go to the object property tabs (to your right side of the screen) and locate the 3 vertex triangle icon. There you will see "normals tab". Uncheck "Custom normals".
Also, the MATERIAL which you´re importing from MAX is overriding the properties of a principled BSDF shader like Blender natively interprets. That is your "diffuse" material has probably a high value of white in its parameters (past 1). Solution: Go to your materials tab of your imported. .fbx object and delete the diffuse material (or any other weird network of materials in which these .fbx use to arrive at blender from max) and then SHIFT+A on the node editr, search for principled shader. Plug it into the Material output of your imported object. Voilá.

Thank you for your consideration to vote me as the answer by clicking to the left :the icon with a check mark and upvote this answer.

BFCT_Schiller


VSE: how to zoom in on image without pixel blur?

This question has been asked before. See option 2 of Rumen Belev's answer.

The solution is to use the 3D view, import your image as a plane and use a scene strip of that 3D view in the VSE.


How can I get a volume shader to use a texture with camera projection UVs?

So apparently Volumes shader don't support UV coordinates. So I generated the projection vector using this method:
Camera projection without generating UV's?


Separate distinct internal closed volume (automated)

You could try adding the Solidify modifier, boosting Thickness a bit, and then hitting Apply. Then, go to edit mode, select a vertex, and do Select Linked All to select a particular volume. Finally, choose Separate (P key by default) to move the selected volume into its own object.

Your topology will have to be well organized to start I think (i.e. faces don't intersect each other) otherwise the 'solidified' topology will be weird too.


I think it's

layer_deform = bm.verts.layers.deform.active
assert layer_deform is not None

bm.verts.ensure_lookup_table()
bmv = bm.verts[0]
bmv[layer_deform][vertex_group_index] = weight

# or
names = tuple(vertex_group.name for vertex_group in obj.vertex_groups)

for vertex_group_index, weight in bmv[layer_deform].items():
    name = names[vertex_group_index]
    print("Name: %s, Weight: %f" % (name, weight))

Links:

bmesh.types.BMLayerAccessVert.deform
bmesh.types.BMDeformVert


There is an extra vertex on the base shapes:


It's not a bug. You extruded straight down, through the sides of your cup.

Blender isn't going to stop you from doing this, as it's not a real solid cup, just mathematical points connected in a conceptual 3d space.

I'm on mobile, so an illustration I sketched out in my notes app will have to do. Imagine this is the side profile of your cup. The green arrow is how you wanted to extrude, but the red arrow is how you actually extruded.

Luckily it's easy to fix. Your extrusion was not wrong - just incomplete. The other step you have to do is scale in the face that resulted from the extrusion. Then it won't be intersecting awkwardly in a way that results in a non-manifold mesh. You can tell faces are backfaces (think: inside-out) when they're shaded darkly like that in the viewport. It's the first sign that you may have done something you didn't mean to.

Here's an illustration of what the side profile will look like after you scale it in to fix it:

You will want most 3D meshes you make to form a volume. There are a few exceptions (like leaf texture planes), but usually you want the mesh to be closed and not self-intersecting. Imagine: If it couldn't exist as a balloon (air-tight), then it doesn't have a volume.

Let's explore this concept with more sloppy drawings, shall we? Shaded all in green is the side profile of a cup that has a volume. Below that is the side profile of a cup as yours currently is, with self-intersecting faces that cannot form a volume. Marked in red are regions where backfaces will show as a result of the self-intersection.

Is it starting to make more sense now?


Ok guys solved it:)!  I just  loaded factory settings inside blender preference.
Click Edit choose  Preference
Press on hamburger menu at the bottom left and choose load factory preferences.


Is it possible to give a shortcut to a specific screen layout?

An operator to set screen by name.

import bpy
from bpy.props import StringProperty

class SCREEN_OT_set_by_name(bpy.types.Operator):
    """Change Screen by Name"""
    bl_idname = "screen.set_by_name"
    bl_label = "Set Screen by Name"
    bl_options = {'REGISTER', 'UNDO'}
    name = StringProperty(default="",
                          description="Set the Screen by name")

    @classmethod
    def poll(cls, context):
        return context.screen is not None

    def execute(self, context):
        to_screen = bpy.data.screens.find(self.name)
        if to_screen >= 0:
            # context.screen
            from_screen = bpy.data.screens.find(context.screen.name)
            delta = to_screen - from_screen
            if not delta:
                return {'CANCELLED'}
            sign = abs(delta) / delta
            delta = abs(delta)
            for i in range(delta):
               bpy.ops.screen.screen_set('INVOKE_DEFAULT', delta=sign)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.screen.set_by_name(name="Default")

Keymap F1 to change to "Default" screen.


I figured it out.  For anyone trying to figure this out in the future, select the bone in edit mode, press w, and click switch directions.


How to connect a mesh vertex groups with an armature bones

Rename the vertex groups so they have the same name as the bone you want to deform them. Add the armature modifier. Make sure "Vertex Groups" is checked (it is by default) and you are done.


Merge 2D irregular shapes to generate 3D solid

Join both objects together (Ctrl+J) if not joined.
In Edit mode select outer edges of upper and lower parts, hit Ctrl+E and select Bridge Edge Loop


Restart image sequence for each new particle?

Blender Particles has both an object and group feature.  You appear to already be using the object feature. With a bit of practice new particles can be added in 88 seconds or less.  We happen to show Materials and Texture for Blender Internal Render.  Cycles has a similar settings in the nodes.

Particle System panel showing location of group information.  Also showing some groups in the outliner window. Image above.

Material/Texture/Image Sequence/Offset and Start. Image Above.

Here is a video tutorial for creating a group.  It may or may not be the same version of Blender you are using.  You may choose a different tutorial on the topic of [groups]. I just did a quick search.

https://www.youtube.com/watch?v=R2Q6KcSho48

or the manual

https://docs.blender.org/manual/en/latest/editors/3dview/object/properties/relations/groups.html

One way to achieve your goal is to create a [group] of particles.

Each plane in the group can be different. Blender can use any of the planes in the group. This feature is in the particle settings use group. See image above.  I suggest you put at least 9 image planes in your group for variety.
This proposed answer does not use Python. If the OP has Python experience then the OP can do some of these tasks with Python.
The planes in the group will be different because you will take the steps to have different [start and offset and image selection quantity] values for them into the image sequence.
A suggestion is to create another plane as a duplicate of what you already have, then change the [start and offset].  The offset is within the image texture settings.  See image above.  Change to suit your needs.
If the original plane is in the group, then all duplicates will also be in the group.
Please verify and improve these suggestions and suit to your needs.


No shadows on transparent object ( Blender 2.8 )

I figured it out, turns out it was my node setup and isn't specific to transparency either.

The issue is that plugging the mix shader into a proper shader (Principled for example.) would cause my textures to display as purple, so instead I plugged directly from the mix shader into the material output, this is what causes the issue.

To avoid it you can simply plug the image texture into a separate shader and then plug that shader into the mix shader instead of directly from texture to mix shader.

Hopes this helps someone else, I struggled with it for a while.


When to use Conformal vs Angle Based when UV unwrapping?

Angle Based unwrapping gives a good 2d representation of a mesh while Conformal usually gives a less accurate UV mapping than Angle Based, but works better for simpler objects. (src)
From experience I use a mixture of both depending on how complicated the mesh is, Angle Based tends to give better results in general.


When dealing with glass you need the object to have some thickness.
To illustrate the issue with two identical glasses:

The glass on the right has only a subsurf modifier, you can clearly see a lot of artifacts as white and black bands. The one on the left has a Solidify modifier before the subsurf. The glass looks much cleaner and realistic, and you don't need that many samples (This image was rendered with only 100 samples)


If a Screw Modifier isn't already enough, simple Polygon modelling will be surely.

add a 5 (or more..) sided circle
extrude up and scale to give hints of the shape
then stick a subsurf modifier on it
(optional) then use a lattice or a curve modifier for deformation. Deform to taste.

The lattice:

The Curve Modifier:


You can use the python api to script functionality, which isn't exposed through UI functions.

Write/Paste scripts in the text editor and press Run Script on the editor's menu bar to execute it.

First we get a list of shape_keys.

import bpy

# get the selected object
selected_object = bpy.context.object

# get its shapekeys
shape_keys = selected_object.data.shape_keys.key_blocks

Next, we can loop through the list and do a replace operation. shape_key.name is a string which stores/gets/sets the shapekeys name.

# loop through shapekeys and replace the names
for key in shape_keys:
    key.name = key.name.replace("Key", "FaceKey")

We could also suffix them with an indice.

# loop through shapekeys and replace the names
for index, key in enumerate(shape_keys):
    if key.name != "Basis":
        key.name = "MyKey" + str(index)

For some reason, the UI doesn't update the names of the shapekeys untill you hover over them.


Show Addon Panel in Sequencer only, not Image Preview

Set bl_category to the tab name you want to use. For example, bl_category = 'Strip'. You can use a new name too, to create a new tab.

To only show your panel in the sequencer and sequencer+preview modes, and not the preview mode, add this to your panel class:

@classmethod
def poll(cls, context):
    return context.space_data.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}

If you want to have it only in sequencer mode, you can change it to:

@classmethod
def poll(cls, context):
    return context.space_data.view_type == 'SEQUENCER'

PS: I found this bit of code by inspecting the sources of a built-in Blender panel that appears in the sequencer mode and not the preview mode. Just right-click and choose "Edit Source".


I think I figured this one out!

It's the rendering of the default interface FONT that causes the lag. It seems it has to do with the file size of the .ttf used by defualt in Blender (~5MB).

So in User Preferences->System->Interface Font, try switching to a .ttf font with a small file size. I used Lucida Sans at 53kb.

I'm not certain as to why the font's file size matters, but IT WORKS.


how to move or copy all the viewport visibility keyframes to render-visibility channels?

you can use this script to :

clean the render visibility channels
create new render visibility channel from the viewport visibility channel

Note : this is for all object in the current scene

import bpy

# clean all render view channels
for action in bpy.data.actions :
    for fcurve in action.fcurves :
        if fcurve.data_path == 'hide_render':
              action.fcurves.remove(fcurve)

#create new render view channel and fill it from the viewport view channel
for action in bpy.data.actions :
    for fcurve in action.fcurves :
        if fcurve.data_path == 'hide':
            render_fcurve = action.fcurves.new('hide_render')
            for p in fcurve.keyframe_points :
                render_fcurve.keyframe_points.insert(p.co[0], p.co[1])
                #set the interpolation from BEZIER to CONSTANT
                render_fcurve.keyframe_points[-1].interpolation = 'CONSTANT'
            break


Why is the smoke preview not showing in Blender's viewport?

Found the solution!

It was simply the case that Blender no longer used the updated AMD GPU as the primary card when running Blender, and instead used the Intel card which was not up to date. Consequently parts of Blender which require OpenGL (such as the viewport smoke simulation or OpenGL render, in my case) will not display correctly, or will throw up errors when used. This is easy to fix by reconfiguring which card is used when running the app.

This was the steps taken for my Windows 7 x64 laptop.

1) Right Click on the Desktop, select the Graphics Properties option from the drop down menu. Note: If there is a Configure Switchable Graphics option (as shown in the screenshot), click that instead and skip to step 3.

2) Under the Power tab, click Switchable Graphics Application Settings.

3) This will bring you to a window with Recent Applications and All Applications drop down menus. Don't be fooled if you see Blender in the 'all applications' menu, if there are multiple versions saved on the same machine yet under different file locations, you will sometimes need to configure each individually. To do this click the Add Application button by the dropdown.

4) Navigate to the file location that the Blender Version is saved at. Select the app and hit Open.

5) When you do this you will be brought back to the All Applications drop down menu. The selected app will now be highlighted (in this case it is the same app as was already on the list at the outset) and will have a drop down menu on the right hand side. Click the menu and choose High Performance. This will set the AMD graphics card as the primary driver used when running Blender.

6) Click Apply and restart Blender. This should hopefully fix any issues, however you may need to repeat the process when installing later versions! :)


Texture UVUnwrap Follow Up-- What did I do wrong?

Figured out what I was doing wrong. I deleted my file, and started from scratch. I realized that like what @DiogoValadares said, I have to actually put the "maps" / islands on the texture while in the UV texture editor. Unwrapping it cleanly isn't enough. To do this, go to your UV editor, then in the bottom left to the right of "UVs" tab, press the little image icon and select the texture you want.


Why is there a difference in the same material

There are no shaders in this material.

Don't know how 2.8x functions, but for 2.79 put an Emission shader between every RGB node input.


Blender via SSH stops rendering if I disconnect

The session is closed when you disconnect from ssh. The solution is simple. You need to use screen

sudo apt-get install screen

(in case you are using Ubuntu)

Then do ssh normally.

Inside the ssh session, type

screen

Accept, and then run your process. Now, do not close the window. Press Ctrl, hold it while you press A, then hold both keys and press D.

Then the screen session is detached, the process is running in the background and you can exit your ssh session.

Later, you can ssh again. Your process will still be there. To recover the screen session, type

screen -r


How to hide object but keep shadow in EEVEE?

EEVEE now supports some Light Paths but not all seems to be supported yet, or in working order.

Until then, use this workaround.

Add a Transparent shader to the object's material.
Under the material options set the Blend Mode to anything other
than Opaque, most options seem to work.
Then under Transparent Shadows set it to opaque.


Is there a way to make comments in the node editor?

Since version 2.74, blender has has the ability to display text blocks in the node editor.See the manual.

Add a frame node, then in the properties region add the text block you want to display. (A text block is simply a file made in blender's text editor.)

The frame will display the text exactly as it is in the text editor without word wrapping, you have to add the line brakes in manually (by pressing Enter at the end of the line).
This is the easiest way to make notations in the node editor.


It seems that you missed one of the following settings:

Diffuse color of you OSL input node
Tick Open Shading Language in the render settings
Set Render device to CPU (GPU can't handle script nodes)


How can change Rotation values without rotating

Yes, Please make sure you are in Object mode
Hit Ctrl + A and select Rotation form pop up menu

As shown step by step below:

All zeros

Best of luck :)


how to have render layer only to render shadow catcher?

First, create two separate render layers.

Second, duplicate all your objects to the second render layer. Then on the first layer in all your lamp settings turn off "Cast Shadow".

On the second layer, turn all your objects into shadow catchers.

Once your done, hit F12 and Blender will render both your images!


Animation nodes - sorted group transformation

You can sort objects by using AN tools menu in T Tools tab:

Select all cubes, then in index panel press sort, and setup sort method. After this the objects will get unique integer value, that you can use in sort node. To copy this id, press RMB on this value slider and chose copy data path.

And paste this data path in sort list, after "e"

Also you should try use initial transforms, that can be used similar way.


you should actually loop it in unity. when you will click on file on explorer on inspector go to animation tab select "loop time" option.

In unity 4.6.1f version.

Note option may depend on your version of unity3D

For using it in animation controller.

click on the object in explorer

on inspector goto rig tab choose animation type to legacy

now go to animation tab select animation you want to loop further scroll down check add loop frame and make sure warp mode is loop then click apply.

Now add game object in scene add animation controller and mark play automatically.

This method worked for me. Do let me know if you find some problem.


How do I make my reference image transparent?

I would add a Transparent BSDF and a Mix Shader to the node setup of the material of the texture (and set the Blend Mode to a type of Alpha if it isn't already). Then changing the Fac value of the Mix Shader will also give control over the amount of transparency.


There are a few different issues here, and there are a few different solutions.  The not-quite-spoken issue is that with a lot of ways of doing this, you're going to have undesirable deformation on the spring.  Actually making it stretch to another point is trivial.

One way to solve this is to create your spring by running a long cylinder through a curve modifier.  Why?  Because it makes it easy to get good vertex weights on the spring.  Disable the curve modifier on the spring, add two vertex groups ("base" and "spring") and assign all vertices to "base".  Now switch to weight paint mode and draw a linear gradient for "spring" along the length of your cylinder.  Finally, lock "spring" and normalize all.

Now you can re-enable the curve modifier and write it.  You have a mesh that will deform properly with two bones.  Create an armature containing two bones laid end to end along the axis of the spring (named "base" and "spring") and parent your spring mesh to this armature.  Try moving (not scaling) "spring" along the length of the spring and notice your deformation.

Finally, you need appropriate relationships and constraints for your armature.  Parent "spring" to "base" (unconnected.)  Parent "base" or the entire armature to an appropriate object.  Give "base" a damped track to your target object.  Give "spring" a copy position from your target object.  You're done.


blender making empty parent as a child in cube parent

This has to be done in Object Mode.

First select the object you want as a children (in your case, the empty). Hold SHIFT while you select the object you want to become the parent of the object you selected first (Note that the outline around your empty object should turn from a bright orange to a dark orange color).

Then press CTRL+P and select "Select parent to "Object"".

GIF illustrating the process:

Hope this helps.


The amount of samples in cycles render won't change

The only thing I can think is that you must have a keyframe on your render samples. I would try to right click and remove keyframes.


How can I copy the location and rotation of multiple bones of a skeleton and paste them to an identical skeleton?

first select object which you want to be clone and then select the reference object and  use the script below:
import bpy

ref_ob = bpy.context.object
other_ob = [ob for ob in bpy.data.objects if ob.select_get()]
other_ob.remove(ref_ob)
other_ob = other_ob[0]

bpy.context.view_layer.objects.active = other_ob

bpy.ops.object.mode_set(mode='OBJECT')
for bone in ref_ob.pose.bones:
    if bone.name in other_ob.pose.bones:
        bpy.ops.object.mode_set(mode='POSE')
        other_ob.pose.bones[bone.name].matrix = bone.matrix
        bpy.ops.object.mode_set(mode='OBJECT')


Here is a workaround for this because I experienced the same thing after downloading Blender 2.83. If you do the rendering from render preview viewport the prog crashes after the rendering is finished, and you close down the rendering window F11 and click again on the screen. If you do the rendering from material mode or solid mode viewport everything is cool. The problem resides in the rendering mode view and it happens only if you use Cycles with GPU. It's fine if you use Cycles-CPU for rendering or Eeeve. I'm using two GPU's so I didn't actually try with one GPU to see what's happening. Another solution would be to not close the rendering window F11 after it finishes and press immediately on solid mode or material mode, and after that close F11. Other than that 2.83 is really an improvement. Kudos and respect to the developers for it.


Applying Edge Split Creates Double Vertices

This is exactly what edge split does, by definition.
Splitting one edge into two edges at the same location will make double vertices.


Changing MakeHuman mesh vertices by scripting

Here is a small script that grows or shrinks the nose by changing the z coordinates of the vertices defined in the vertex group 'nose' (please refer the gif above). If you have the new coordinates with you, you need to have some criterion to determine which coordinate is to be applied to which one in the group. For instance you can sort the vertIdxs based on coordinates (cf. the commented line sorting the vertices by y, x and z). If you have that criterion, you can simply assign the new coordinate values in a loop as done in the sample code.

import bpy

def changeSize(by):
    for idx in vertIdxs:
        obj.data.vertices[idx].co.z += by

vertGrpName = 'nose'
obj = bpy.context.object

if(obj.vertex_groups.get(vertGrpName) == None):
    print('Please create a vertex group with the name', vertGrpName, 'for nose vertices')

else:
    vertIdxs = [v.index for v in obj.data.vertices if (obj.vertex_groups[vertGrpName].index in [g.group for g in v.groups])]

    #vertIdxs = sorted(vertIdxs, key = lambda x: (obj.data.vertices[x].co.y, obj.data.vertices[x].co.x, obj.data.vertices[x].co.z))

    changeSize(by = 0.05)
    #changeSize(by = -0.05)


My problem is that my picture is not 32 bit Float contrary to what I thought, and probably also low quality. That said it looks like since 2.8 there's a problem of pixellisation of bump maps in Eevee (link provided by Lemon).
You can smooth the bump by switching the Image Texture from Linear to Cubic.
Another trick to smooth the bump is to give the material a bit of Subsurface Scattering as explained here by Melting Prod (in french). Keep the Radius value low:

Before and after:


How to calculate centripetal force in BGE?

import bge
cont = bge.logic.getCurrentController()

own = cont.owner

ray = own.rayCast(own.worldPosition+(own.worldOrientation.col[2]*-(actor center from feet distance)),own.worldPosition,'',0,0,0)
if ray[0]:

    if own.localLinearVelocity.x>(stick speed):

        own.applyForce((0,0,9.8*own.mass),0)

        own.applyForce(own.worldOrientation.col[2]*(-own.mass*9.8),0)
        own.alignAxisToVect(ray[1],2,.5)


How to combine or replace "Diffuse" BSDF with "Emission" on model that uses normal maps?

You could use vector maths to affect the strength of the Emission based on how close the Incoming ray is to the Normal using a setup similar to the following :

Note that I've used a Bump node to generate the normal - rather than a normal map - but the same principle applies.

The Incoming ray is the ray (in world space) projecting from the camera to the surface. The Dot Product compares the Incoming ray with the Normal and produces an output that varies based on how closely those vectors are to being in the same direction. The Power node is set to 'Clamp' to prevent negative values (where the ray is effectively from the 'back' of the surface) and changing the Value allows the strength of the effect to be adjusted.

In order to change the direction of the apparent illumination and shadows you can add a Mapping node and set the rotation as desired :


How can I hide object only from one 3d view

Switch to local view in the view where you just want to show the current selected object. That way just the selected object is visible in this view. The item can be found in the View menu.


How to create vertex at the middle of a group?

With the face selected, press CTRL + F and select Poke Faces

Alternatively, you can inset the face with I and then press M (Merge), and select At Center.

Same result either way:


I would suggest looking up Open Shading Language (OSL). There are a number of repos using it available on Github.

To use it, you'll need to be using Cycles (Eevee, in the interest of being fast, does not support OSL at this time). Additionally, you'll need to be rendering on your CPU, not your GPU; while it's possible in theory, no one has implemented OSL rendering on the GPU yet and it's no small undertaking.

After you have that set up on your Render context, you'll want to select the checkbox for "Open Shading Language". This prepares Blender to run its internal OSL interpreter.

After that, in your shader, you'll have a Script node available. Add one. It seems simple at first; you just have a box for the OSL file and a toggle for a file-internal vs. file-external location; assuming you've got an OSL, click external, and open it up in the box. Once your OSL is open, the script node will have a lot more character, along with (presumably) some new inputs and outputs. Hook them up, play with your new node!

I hope that helps.


Balloon Simulation - String is floating like balloon

You can create two separate soft body simulations - one for the balloon and the other for the string - and link them together via the Copy Location constraint.

Start by creating the balloon and then, in Edit mode, select just the vertex where you want to attach the string. On the Mesh properties add a new Vertex Group and name it 'Knot'. Assign the selected vertex to the group.

Create the string as a separate mesh as a string of vertices (you can add thickness via a Skin modifier). In Edit mode, select just the 'top' vertex and, again, add a vertex group and assign the selected vertex to the group. In Object mode, add Soft Body and use the new group in the Goal properties so only that vertex is pinned. Increase the Default goal strength to 1.0. Also, set the origin of the 'string' mesh to the location of that top vertex.

Now, add a Copy Location constraint to the string, specifying the balloon as the Target. Set the Vertex Group on the constraint to the 'Knot' vertex group. This should result in the string being tied to and following the balloon while still being a separate soft body (so they can have different Field Weights (ie, negative gravity for the balloon, positive gravity for the string)).

This should produce a result similar to the following :


Is there a way to automatically fit an armature to a mesh?

MakeHuman is able to export a fully rigged model, just enable the
the option in the export settings:

The complete process (including unity) is described here
Unity Import Using Blender and Rigify


A possible approach to do it with quads only :

Start with a square and subdivide it W then subdivide
Extrude E and scale down S
Make a copy and round it to sphere (Alt+Shift+S then move the mouse to the right)
Keep only the wanted vertices it each
Move back the angular part and align it : set the cursor as pivot point, select the vertices then scale S+Z0 and for the other part S+X0
Remove doubles

Concerning the shading, that may be dependent on your target system (sL ?)... so you may need to give it a try.

Possibilities :

Global smooth
Inner edge loop smooth
Global smooth + edgesplit modifier


Increase viewport samples. and render it out. Maybe it's only because u r previewing the scene. The end result may be ok.


Modeling curved/round bulge on a flat surface?

How about using curves?

create a profile shape using Bezier or path

create your case contour shape and use the profile curve as taper object:


Connetcting Vertices While Retopologizing

There are dozens of ways you can create the 4th vertex and connect a face when you have already 3, but most of them will be slow for retopo.

To work fast you want to enable the F2 addon (and while you are at it also have a look at BSurfaces):

With this your F shortcut gains new features, these ones help your case:

Make polygon by selecting corner vertex and hitting F:

Then you need to snap them to highpoly mesh. The addon has Auto Grab option which is great for this case - it let's you place that 4th vertex precisely.
Make polygon strips from an edge (extrude all the needed vertices with E, select edge, hit F couple times):

The F2 addon takes into account the position of your mouse cursor, when there is no clear direction where to put new face from the surrounding geometry:


How do I get rid of the mesh or faces inside my cube?

It looks like you may have inadvertently added a 'Subdivision Surface' Modifier. Go to the properties page and open the 'Modifiers' tab (it will show a little blue wrench). With your cube selected, click the 'X' at the far right of the subdivision surface modifier.
Or, simply hit tab to get into Object mode, delete your cube with X and add a new one.


My guess - The bevel modifier will try to bevel every edge, depending on the bevel setting... if the "limit" setting is set to "none" then it will try to bevel all edges, even the ones running through an area that should be flat. This can create unwanted "wrinkles" or as it tries to create indentations wherever you have extra edge loops vertices.

For example, in the pic below, the right side of the cube has no edge loops so its bevel looks clean, but the left side's bevel has little dents from all those extra edge loops.

If you have extra cuts like this that aren't doing anything, you could remove some just to keep a cleaner mesh. But even so, there are always going to be extra cuts in your mesh, it's necessary to make modelling easier. So try playing around with limit options on your bevel modifier.

If you can't find a limit method that works only on the desired areas, you may have to apply a bevel manually by selecting the edges you want to bevel, and pressing ctrl+B. Be careful though, this is hard to undo if you decide later you don't like the bevels, and they make the mesh more complex, so it'll be more of a pain to work with. In fact, before applying bevels this way, you might want to make a complete copy of your mesh, and move it to a 'trash layer' as a backup, in case something goes wrong.


This function has been changed over latest versions, in 2.92 you have to activate this preference also:


I am not animation expert but I think what you want to do is... make your separate completed renders for organs, muscles, and then skin. then, in the compositor, create your fade-in animation from one completed render image to the next by using the alpha-over node. This example probably explains it better than I can - https://docs.blender.org/manual/en/dev/compositing/types/color/alpha_over.html


Found it! my scale was not reset to 1, 1, 1. Simply go to object mode, ctrl+A, and click "scale" to reset. nice..


Mesh: Plastic bottle curved indent, boolean or displacement map? Or maybe something else?

What you could do is:

Create your pattern, make it repeatable, dig and bevel.

Repeat with an Array modifier

Bend it with the Simple Deform modifier (Bend mode)

Give it a Subdivision Surface modifier, apply the Array and Simple Deform modifiers, remove the doubles.

Not too much pinching with this topology.

A bit less pinching with this solution.

No pinching at all with this very heterodox topology.


turn on Cycles GPU render on non CUDA computers

One way you could do it is to run this in a command line (or put it in a batch file). It enables Blender OpenCL test.

set CYCLES_OPENCL_TEST=all
"C:\Program Files\Blender Foundation\Blender\blender.exe"

Then, in Blender's settings, head over to the "System" tab, and enable OpenCL.

Reference: http://www.blenderartists.org/forum/showthread.php?302079-Blender-Cycles-AMD-Opencl-It-s-possible-working-now


How to unfold an entire mesh into a flat object? (Not UV Unwrap)

Finally Found the answer

Export the uv layout as a .svg file. Then import that .svg file back into blender. It will be a curve object so you will need to then convert it to a mesh (Alt+C)


HDRI environment texture assigned to background only shows a checkered background

In the render properties editor, disable Film > Transparent.