How do I increase the audio volume on a video

You can increase the volume in the strip properties (select the audio and press N)

You can even go past eleven all the way to 100.


You can't compose this way because you use Glass shadier on the window. Glass isn't just transparent color - it have refraction and reflection, that's why it renders non-transparent. So you can try different things:

1. Just remove window or move it on different layer.

Then use Mask layer. If I move window on this layer:

The setup for render layer flames will look like (pay attention to the mask layer option):

and door of course:

result will be look like:

2. add glow effect by threshold

in this case you should not to separate render layers. Render all in one frame and in glare node set threshold to value between 0 and 1


How do I make a gun mesh appear ONLY in the shooting animation

For this, you need to animate the visibility of the gun. There are plenty of things you can animate in Blender, and visibility is one of them.

The easiest way to control this is in the outliner. This is the workflow:

Go to the outliner and find the gun. If you have many objects, you can select it in the viewport and then hit Num period.

NOTE: in your case you might expand the rig until the gun's parent bone to find it.

You want the gun only appearing in one animation, so turn off the eye icon.
Go to frame #1, hover over the icon and press I to add a keyframe.
Go now to the first frame where you want your gun visible, turn on the visibility and add a keyframe
If you have a later animation where you don't want the gun visible, go to that animation's first frame, turn it off and add a keyframe again.

IMPORTANT NOTE: If you want to render the animation, you need to do the above with the render icon too, the one that's a camera.

Related: How can I animate the Restrict Visibility property of an object?


What is the difference between "Shader" and "Material"?

Answer from Brecht Van Lommel:

  In Blender terminology material, light and world are datablocks that
  contain two things:

  Shaders to describe the look.
  Settings to control the quality.

  Shaders can be mixed, grouped, and shared between datablocks.

  The reason it’s not called the material editor is because you can also
  edit world, light and freestyle shaders there.

So materials define how object looks like, and have some additional material-specific settings. Shaders define object materials and also lights, world and freestyle as a part of each data-block.


Show cone for spotlight is not showing up after the scene is rendered

"Show cone" is just a viewport helper.

Guess you meant a light in volume, look at  Volumetric Spot Light with Cycles

For eevee https://www.youtube.com/watch?v=daCTRzzmpyk


Just enable the 'Transform Manipulator' in the 3D header:

Ctrl+Space will toggle the Transform Manipulator on or off. You can also Shift select the options beside the Transform Manipulator option to show the Location, Rotation and Scale controls at the same time.

For blender 2.8 the manipulator section is on the toolbox on left of the screen (if you can't see it press T)


What 3D texture formats does OSL support?

OK, I've done it. In a sense.
The first and foremost thing to mention is that, as of the moment, Blender does not seem to support any voxel formats on an OSL level. I'm sure it will eventually, and the framework for texture3d seems to work fine; but there aren't any valid inputs. Someone please correct me if I'm wrong.
However, intrinsically, a voxel texture can be thought of as an array, along an additional axis, of pixel textures. I've successfully described a 3D shape by determining the z-height of the voxel I'm looking at, using format to create a file name of %03d.png, and looking the texture for that plane up in a directory. It runs very efficiently.

My specific code, so far, is as follows.
volume tex3d(float t = 0.0, point p = 0, int frame_count = 0, vector dimensions = 0, string path = "", output float aOut = 0) {
    //align point to [0, 1] square
    point st = (p + vector(1.0))/2.0;

    //find frame by comparing against z-dimension of volume
    int frame = st[2] / (dimensions[2]/frame_count);

    //Get our file name, so we can pull a texture from the directory
    string sz = format("%03x.png", frame);
    aOut = 1.0 - texture(concat(path, sz), st[0], st[1]);
}

Ideally Blender will eventually support both VDB, as it already exports to it; and Field3D, which is an open sourced format by the same people who put OSL together. For now, this will do nicely.
Notably, the voxel cloud still does not match the blurb in the corner; this is because I drew it by hand. There's likely a way to convert VDBs to a sequence of PNGs, but I haven't done it as of yet.


Add mesh circle, set the faces from ngon to triangles. Also make sure that you are NOT in wireframe. The circle should show in viewport + final render + viewport render. If it does not, please tell me! I would be happy to help further.
Here's a picture of setting this:
Before:  After

Here are pictures of the circle before and after:

After:


This feature makes it possible to sharpen or soften individual components of a mesh instead of soften or sharpen the entire mesh. Especially for Low Poly Modeling it can be useful to have more control about the object's appearance and thus to define a more complex shape with less geometry.

Result of sharpen the selected edges only:

Note: In Order to make it work, enable Auto Smooth Option in the Properties Panel > Data.

When sharpening vertices, the connected edges are also affected:

Render result of sharpen edges only:


How to add transparency to a group of objects

Blender internal:

You can add a material with the transparency option enabled:

Cycles:

For cycles it's a bit different:

Assign material to your objects

After that you can assign manualy your material to your object one by one, or you can select all the object that you want to assign the material and select at last the object wich has already the transparent material. Then do ctrl+l and select Material. All your selected objects have now the transparent material.


I propose an adaptive approach :

The idea is to start from the simple x = a * cos(t) and y = b * sin(t).

Then calculate all the distances between the consecutive points, and progressively adapt the angle between them relatively to each distance compared to the average distance.

Note : this is to improve, as the last point (on top in the image below) does not "move". So its own angle does not vary as the others... edit : this note is false. After some tests, this is just matter of setting the good precision to reach (for instance set the precision to 0.00001 and all is ok and needs 6 iterations, so 6 * the amount of vertices calculations).

import bpy, bmesh
from math import radians, sqrt, cos, sin

rad90 = radians( 90.0 )
rad180 = radians( 180.0 )

def createVertex( bm, x, y ): #uses bmesh to create a vertex
    return bm.verts.new( [x, y, 0] )

def listSum( list, index ): #helper to sum on a list
    sum = 0
    for i in list:
        sum = sum + i[index]
    return sum

def calcLength( points ): #calculate the lenghts for consecutives points
    prevPoint = points[0]
    for point in points :
        dx = point[0] - prevPoint[0]
        dy = point[1] - prevPoint[1]
        dist = sqrt( dx * dx + dy *dy )
        point[3] = dist
        prevPoint = point

def calcPos( points, a, b ): #calculate the positions following the angles
    angle = 0
    for i in range( 1, len(points) - 1 ):
        point = points[i]
        angle += point[2]
        point[0] = a * cos( angle )
        point[1] = b * sin( angle )

def adjust( points ): #adjust the angle by comparing each length to the mean length
    totalLength = listSum( points, 3 )
    averageLength = totalLength / (len(points) - 1)

    maxRatio = 0
    for i in range( 1, len(points) ):
        point = points[i]
        ratio = (averageLength - point[3]) / averageLength
        point[2] = (1.0 + ratio) * point[2]
        absRatio = abs( ratio )
        if absRatio > maxRatio:
            maxRatio = absRatio
    return maxRatio

def ellipse( bm, a, b, steps, limit ):

    delta = rad90 / steps

    angle = 0.0

    points = [] #will be a list of [ [x, y, angle, length], ...]
    for step in range( steps  + 1 ) :
        x = a * cos( angle )
        y = b * sin( angle )
        points.append( [x, y, delta, 0.0] )
        angle += delta

    doContinue = True
    while doContinue:
        calcLength( points )
        maxRatio = adjust( points )
        calcPos( points, a, b )

        doContinue = maxRatio > limit
        print( maxRatio )

    verts = []    #edit : to add the edges
    for point in points:
        verts.append( createVertex( bm, point[0], point[1] ) )

    for i in range( 1, len(verts) ):
        bm.edges.new( [verts[i - 1], verts[i]] )

A = 2
B = 1

bm = bmesh.new()

ellipse( bm, A, B, 12, 0.01 )

mesh = bpy.context.object.data
bm.to_mesh(mesh)
mesh.update()

The algorithm seems to converge (stop) around 4 iterations for a 1% around the mean distance and around 6 iterations to be under 0.01%.

Not very mathematical, but it avoids complex analytical calculations...

 (edited : added edges)


For Anime Modellers: How to paint Anime hair with many hair objects

using reflection as color from glossy shader and maybe vertex coordinates to adjust that effect and also using diffuse and emission for anime style
try different types on math node that i set to square root maybe absolute , you will get different results
its just an idea maybe you can work with this to get what you want


Change settings like 'limit selection to visible' or 'trackball rotation' with python

Switch MMB with SHIFTMMB

view3d_km = bpy.context.window_manager.keyconfigs['Blender'].keymaps['3D View']
view3d_km.keymap_items['view3d.rotate'].map_type = 'MOUSE'
view3d_km.keymap_items['view3d.rotate'].type = 'MIDDLEMOUSE'
view3d_km.keymap_items['view3d.rotate'].shift = True

Turn on trackball rotation for MMB

bpy.context.user_preferences.inputs.view_rotate_method = 'TRACKBALL'

Disable Limit selection to visible

for scr in bpy.data.screens:
    for area in scr.areas:
        for space in area.spaces:
            if space.type == 'VIEW_3D':
                space.use_occlude_geometry = True


Shadow from camera vs shadow from reflection

So for this I would use render layers. This means you can't really view the effect 'live' in the viewport, but it will be applied when rendered and composited.

I have 2 render layers:

Render layer 1, called 'Main', renders layer 1 which holds the sphere and light only.

Render layer 2, called 'Floor', renders layer 2 which is the floor object and excludes layer 3, which is the red plane.

'Transparent' must be enabled in film section of the Render tab to allow layers to be composited together.

Note: All 3 scene layers should be made visible before rendering. All 3 layers are required, the render layers take care of what appears in the render.

'Main' render layer will only include the sphere, but will still be effected by the other layers, so will include the plane and floor in the reflection.

'Floor' render layer will only include the floor object and will only be effected by layer 1 because red object is excluded on layer 3.

These render layers can then be combined in the compositor:

Which results in:


Welcome Tiago!

Try changing this to Material (not texture):

After that, add a light to your scene, should work :)


Hair rotation doesn't understand global Z

The issue here is that while while the particle system is indeed pointing the objects towards the global z, it is pointing the front of the objects (in the +y direction i believe) towards the global z. In this case, you want the object to stay standing up, so if you rotate the original mesh by 90 degrees, the correct direction will be aligned to global z in the particle system.


You can set an hook to beziers handles also.

I know it's a workaround, I also miss the possibility to weight paint curves and control them with bones.


You can use a Boolean modifier.

For example, adding a boolean modifier to a sphere with the operation set to Difference, the parts of the sphere which intersect the object specified in the modifier will be subtracted.

As a bonus, a quick way to select an object for a modifier (or anywhere a similar selection interface is used) is by pressing E while hovering over the object selection drop down and clicking on the desired object in the 3D view.


My rendered image is still showing black after applying alpha clip and using an alpha

Remove everything except the image node and the output node. Add a principled BSDF node in between. Connect the color output of your image to the base color input of the principled BSDF shader. Connect the alpha output of your Image to the alpha input of the principled BSDF shader. Connect the principled BSDF output to the surface input of material output node.


Why Are There Glowing White Lines Around My Minecraft Rig?

This can probably be resolved by setting the texture interpolation to Nearest Neighbour. This gives you that pixelated Minecraft look too. See the answer to this question for more info in how to do that.


I can think of a couple of reasons this may happen.  When you mix noise into your coordinate space it can offset the object origin by some amount.  You can attempt to counteract this by adjusting the Location on the Mapping node.
In the case that rotation is not working correctly, it may help to add a second Mapping node behind it and do the rotation separately.  I think there is a set order of operations that you must override.


It is alredy tiled

Normal maps, like any other texture it's automatically tiled in cycles unless you are specifically clamping the tiling.

Scaling the incoming texture coordinates, should be enough to show up the repetition of the pettern regardless of the map type.

The problems from your setup comes from the usage of an Environment Image texture with Color data options, while the usual setup requires an Image Texture with Non Color data for normal maps.


How to decrease the polygon count on my mesh?

The simple answer is Mesh > Clean up > Decimate Geometry.

Then look in the bottom of the Tools panel to see the Decimate options and reduce the Ratio.

A better, non destructive option is to use the Decimate Modifier

You will find more options there.

There seems to be an option which tries to keep UV maps intact which would be important if your mesh is using those.


Put a Diffuse node between your ColorRamp and your Output, otherwise it acts like an Emission and you won't be able to bake the material.


Problem solved.

If anyone has similar problems the problem is very likely due a non-manifold geometry with the Hi-poly mesh which can cause these artifacts.

The geometry of this Hi-poly mesh was non-manifold, contained duplicated vertices and was a topological nightmare on closer inspection.

By fixing the geometry I could bake the normal map without any problems.


How can I use a pivot circle instead of a pivot point

I think instead of trying to find a way of changing pivot point mechanism (which doesn't necessarily exist) it's better to change way of modeling this object.

Simple alternative is to model this using curves. Create 2 curve circles, one - for the main object, another one - as bevel object for the first one. Set parameters for beveling on the first one and then make proper sharpness of second one to achieve form of desired object.

Both curve circles next to each other. Handle type for the big one is left as default, for the small one (profile curve) is set to Vector (edit it by pressing V in Edit mode)

Options for the big circle object (main one)

By editing profile curve you change main one. Note that if you want length of edges outlined on your screenshot to remain the same make sure to scale profile vertices (selected above) simultaneously or length will become uneven.

Edges of the final mesh have the same length.

See related info here Extrude along path


Morph targets and armature animations to UE4

So, I've been playing with this today, and discovered something very odd. Skeletal meshes imported from Blender with (apply modifiers off), do not seem to import to UE4. However, if, after it's done importing, you right-click on the skeletal mesh asset and select "Reimport", it will bring in the morph targets on reimport, even if the original file is unchanged.


how to add transparent text and shapes to a movie?

Blender VSE strips have a parameter called Opacity.  It is the 4th line in the N-panel for me.  If you set that on your overlays (and make sure the Blend mode is set to something sane like Alpha Over instead of Replace) it probably will accomplish what you want.


Box lid does not open right in animation

The issue is that you want it to rotate on one axis only. However, the local axis for that object is not aligned in that direction, so Blender is trying to rotate it on both the x and y-axes to get it to that new position.

Here's a plane rotating the way you want it to. I've shown the local axis of the object to make it clearer how the plane is only rotating on its local Y-axis.

Now I've applied the transformations of the plane and applied keyframes in the same object positions. You can see how the local axes no longer align with the direction of rotation.

Uh oh! That is not looking good. So how do we fix it?

The first thing you want to do is to clear the object's animation keyframes.

Next, activate the Select tool while in Object mode. You're then going to need to go to the Active Tool and Workspace Settings tab. Under Options > Transform > Affect only, select Origins.

Now, select the box lid and rotate it with R. However, now you will only be rotating the object's origin, not the position of the object itself. Align one of the object's axis so it is normal to the plane of rotation (something that looks like the Y-axis in the first gif, this axis should stay in one place while the object is rotating).

After that, reposition your object and set the keyframes for your animation again.

PS: Nice job with the donut tutorial! I like what you've done with it.


How do you do a walk cycle in production?

Thats right, first you create a walk cycle where your character walking in place. When you are done you could:
1st. keyframe the location of the character / armature
or
2nd. Add>Curve>Path and select your character Armature and then shift - select the path an ctrl - P > Follow Path

For me it's much easier to tweak a walk cycle in place and creat the forward animation separately with one of the 2 possibilities mentioned above.


When making landscapes  things to consider 1ST - Very Important - Your Camera angle and your camera view. How much of the Landscape is going to be visible thru your camera only make and entertain the Landscape till there. 2nd - Each and every 3d landscape you see are overlaid / Overlapped onto one another so that there boundaries just disappear somewhere while overlapping and then further covered with additional rock/plant/grass/debris etc details.
Consider this your landscape and think about what I mentioned above.


You can add an "Empty"-object to where your 3D-Cursor now is. This you can rotate so that one of its axes aligns with the desired axis of rotation.
Then, select the door, select the Empty and press "Crtl - P" to parent the door to the empty.
With the transform mode set to "Local", you can then rotate the empty and the door along with it around the desired axis


I believe you need to Tab into OBJECT mode. From there, if you grab the drop down window (that you note in your screenshot), Weight Paint should be available.


How do I make part of a texture transparent?

You can connect it like this:

NOTE - your image has good black and white cutoffs, so you probably don't need the ColorRamp for the alpha, but in case there's more gradient, that's how you solve it. Also, pay attention to the blend modes I've highlighted. You can pick anything to your liking, just not opaque.


You are looking for the "remesh" modifier.


How to add multiple PBR textures on one game-ready object

You're probably talking about the trim sheet method where one material can be referenced by multiple parts of the same mesh. With the way you've UVW unwrapped that model, trim sheets wouldn't work too well. You'd need to straighten those circles into straight pieces. A trim sheet works by tiling but those pieces won't tile well at all. I highly suggest downloading a free add-on called TexTools which will straighten things like that out for you so you can then use them better with trim sheets.
I've created a short video demonstrating the best way to go about this, with your particular model.
Hope this helps!
Using PBR textures with tileable textures.


You could easily do this with Blender's particle system

The key thing here is that the hair seems to be forming clusters or gathering to form small clumps of fur.
This effect can be achieved with the particle children and activating the Clump parameter. This will create this bunching effect.

Add a new particle system to your object
Check to use the modifier stack
Active the Children option
Use a high value for the Clump setting like in the 0.7 to 0.9range

Adjust the number of children to be enough so that the hair clumping effect is visible, but not too much that it looks like a solid spike
Increase the particle count to a higher value to look dense enough (how high will depend on the actual size of your object), and not too high as to hide the "clumpiness" of the children


Welcome to the world of programming. When you are writing scripts the first rule is they are very picky, every word has to be an exact match(case sensitive) and punctuation needs to be in the right place.

Running blender from a terminal window can help as you will see error messages that can help you find the problems - at least the line numbers will help you focus on where python finds the error. I'd recommend you start from a terminal and use the errors to try and see how I found the following fixes.

Not sure it's a big thing but you have the same logic bricks setup for the plane as well as the lamp.

To get you started - in MouseRay.py -
Line 13 the plane after the = is a call to the Plane class above - it needs to use a capital P
Line 15 needs a : at the end
Line 17 needs () after the function name
Line 24 ray.p0 should be ray_p0
Line 27 intersect_lin_plane should be intersect_line_plane

As you see they are very small picky things but you need to specify exactly what you are referring to each time. You have a class called Plane and a variable named plane and an object called plane.004 which could be named plane. Python needs to know exactly which plane you refer to at any given time. It also highlights the need to use helpful distinct names for everything. Even if python can tell which one you are referring to given the context - can you? without spending 5 minutes ticking off what refers to what?


Is there a way to smooth without making holes in a face?

to me it lokes like you have double Vertices. You should make a copy file (just in case you mess it up) and select all Vertices with 'a' and on the left side you should have a panel (you can let it show up with 't', that's how it workes in blender). Select 'Tool' and under 'Mesh Tools' you should find the option 'Remove:' and there is the button 'Remouve Doubles'.

I hope that should fix it for you.
Gr W.Zayde


You have to add the shortcut to the Object Mode shortcuts so it would be captured when you are in object mode, so the register function would be like this :

def register():
    bpy.utils.register_class(NewPie)
    #Add shortcuts
    wm = bpy.context.window_manager
    #Edit Mode
    km = wm.keyconfigs.addon.keymaps.new(name="Mesh")
    kmi = km.keymap_items.new("wm.call_menu_pie", "E", "PRESS",shift=True, ctrl=True).properties.name="mypie"
    #Object Mode
    km = wm.keyconfigs.addon.keymaps.new(name="Object Mode")
    kmi = km.keymap_items.new("wm.call_menu_pie", "E", "PRESS", shift=True, ctrl=True).properties.name="mypie"


Proportional Editing mode in Object Mode?

What you describe is similar to Animation Nodes.

This plugin allow to manipulate with objects based on algorithm, described by nodes.

Unfortunately, Animation Nodes is to difficult to explain in one post. But I give you a file, there you can start with.

(Note, you need to install Animation Nodes to view this file)

This is the nodes, that I used in the scene:

Here for every one object in my group (all cubes are in this group) it mix Initial transform and position of empty and set result to position of cubes.

Initial transform sets in T menu, here (select all objects and press From current transform):


When I render it I got a fully black image

Black or blank output has been covered before. Look here.

You need to add a lamp to your scene. There is no source of light, and therefore the render is black. To add a lamp hit Shift+A while your mouse is in the 3d window, and select any lamp type as shown in the screenshot below:

While the default position it is placed in might not be ideal, you could move the lamp after adding it. The render right after inserting the lamp will look like this:


How to Combine Textures in Cycles that have been Projected from Different angles?

If I understand you correctly, you're trying to figure out how to use different UV maps in Cycles. This question has already been answered very well over here. But I'll try to give you the basics, here.

In BI, using multiple UV maps is pretty easy. In Cycles, it's also easy but not very clear. All you have to do is give names to the multiple UV maps that you make (or use the defaults), and then reference them with an Attribute node. So, add an Attribute node in Cycles, and in the text field just type the name of the UV map you want to use, and connect the noodle from the "Vector" output, to whatever other node needs the UVs.

Hope that helps!


None of the other questions about snapping answer my question

Snapping doesn't work based on distance ... It works when the faces (of other objects) comes under the mouse cursor. or so i Guess.. Check this below screengrab. I've moved my mouse over the steps, (adjusted the view to make it happen)

Here's my snap settings.


The fastest way may be using the bevel tool and some simple extruding and scaling operations.

Select the desired edge loop with Alt+RMB, then press Ctrl+B. Drag the mouse to set the beveling thickness and use the Mouse Scroll to set the number of subdivisions. In this case I set it to 5, then hit Ctrl+- twice and scale it a bit (S). This way I created a creasing edge to make the groove look smooth with the subsurf modifier enabled.

To make the smooth t-shaped groove just select the edge loop as pictured below and repeat the beveling proces mentioned above.

To make the recess just select some faces, extrude them inwards (E), then scale a bit (S) and translate if needed (G).


Is there a way to batch render multiple scenes?

Yes, you can use

blender -b file_name.blend -x 1 -o //file -F AVI_JPEG -s 001 -e 250 -S scene_name -a

-b: tells blender to run in background

-x: is used to add an extension to the movie

-o: sets the directory + Target image file

-F: sets the output image type

-s: 001 -e 250 -a set the start frame to 001 and end frame to 250. Important: You can use -s or -e, but if they're not in order, they'll not work!

-S: sets the scene name to render (spaces in the name are not supported)

-a: renders the animation

The above command should render whatever scene name you specify to -S. To avoid certain problems where similar files can get overwritten, its best to use a script to render each scene on a different line. For example:

batch_render.sh / .bat

blender -b file_name.blend -x 1 -S scene_name001 -o //file -F AVI_JPEG -s 1 -e 250 -a
blender -b file_name.blend -x 1 -S scene_name002 -o //file -F AVI_JPEG -s 1 -e 250 -a

You could also do this in one command - as follows:

blender -b file_name.blend -x 1 \
    -S scene_name001 -o //file -F AVI_JPEG -s 1 -e 250 -a \
    -S scene_name002 -o //file -F AVI_JPEG -s 1 -e 250 -a

However launching blender isn't typically a bottleneck, so it may end up being less trouble to run a new blender instance for each scene.

To get a better understanding of the parameters, you can see the wiki.


When posing a rigged mesh I get really weird results

Go into weight paint mode on the object and select your "hand.L" vertex group. You'll see that the vertex group for hand.L is partially assigned on the geometry of the lower left arm. Remove that area from your vertex group. In the image below, that red on the lower arm before the wrist shouldn't be there for the hand.L group.

https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/introduction.html

See how I have the upperArm.l group selected and lowerArm.l part of the mesh is light blue, that means weight for the upper arm is still assigned to the mesh for the lower arm.

Select the verts for lower arm and hand, with the upperArm.l group select, assign a weight of 0 to those verts for the upperArm.l group. That fixes the issue.


Select everything except ears from mesh of head

Another way: If you don't mind adding some extra points on the model, you may also consider to separate ears by cutting them off using Knife Cut or Knife Project tool:

PROS: Almost perfect clean separation.

CONS: Add extra vertices to the original mesh. You may judge and weigh if this is acceptable.

Then CtrlG to add those vertices to a new group for the restraining usage in Decimate modifier panel.


Toggle the pressure settings in the paint tool bar for Radius and untoggle Strength so that you get a varied width but constant strength to your stroke. Enable Smooth Stroke either by toggle or pressing Shift+S, and possibly increase the samples to the stroke. This enables you to see the stroke lag behind the cursor and helps you round the stroke.

This is for freehand strokes - if you use the Curve Stroke tool and set up the path beforehand, there isn't a way yet to vary the width along the curve - it will evenly stroke along that curve.


How do I assign a modifier to all objects using the same material

With the object with the material and modifier as the active object, press Shift+L and select 'Materials'. this will select all objects that share the material. Then press Ctrl+L and select 'Modifiers'. This will give all the objects the same modifiers.

Note: If you want to make a change to the modifier and have the change across all the objects, you will have to select them all again and hold Alt while making the change.


There maybe extra vertex. In edit mode select all vertex and run "Remove Doubles" Or you will need to go corner by corner of the face and see it you need to merge any vertex.


How to make image transparency of clouds brighter

Given that you are using an image to determine transparency, you can change the brightness by using any of the following nodes: gamma, color ramp, Bright Cont or even a Converter>Math node to affect the values.

To make things glow there are already endless posts on the subject in this site.

Start with this one:

Glow with depth in Blender?


UV mesh is distorted, not a reliable representation of the model?

Look at the paper model export add-on, it seems to be exactly what you're looking for.


Is there a way to export a non-square UV map?

Imagine the square of the UV space as percentage of the texture. Its 100% of its width across the width of the square and 100% of the height of the image across the height of the square. It doesn't matter what the aspect ratio is, the texture will fill the square. If you fill the square with the UVs of a rectangular mesh and then use a rectangular image matching the aspect ratio of the mesh, it will work.

If you open an image in the UV editor, the UVs will be displayed(and transformed) on that image according to the aspect ratio of it. That might be more intuitive to work with.


Just wanted to clarify: what are you using for your particle renders? I know halo is not supported in Cycles. If it is an Object Instance, did you uncheck "Show Emitter" from both the Render panel and the Viewport Display panel of the Particle Settings?


How can I make my water not look like ink?

Maybe im just too late right here, but anyways.

You need to mix a glass shader (put 1.35 IOR) with a transparent BSDF and you're done, or if you wanna go beyond and have a photorealistic water looking, you can do it by combining the Principled BSDF and transparent BSDF.

Change these settings on the Principled Shader:

Roughness to 0 or 0.05 (depending on the type of water, if dirty, clean, etc)
IOR to 1.35
Transparent to 1 or 0.9 if dirty and such (you can also play with the colour and the transparent bar to add some color to the water)


Antimation-how to make object visible then invisible

In Blender Internal you may achieve it keyframing the alpha transparency values. E.g. in frame 1 hover the cursor over the Alpha slider with the value set to 1.000 and press I to keyframe it. Then go to frame 2, change the alpha value to 0.000 and keyframe it again.

In Cycles you can keyframe the Fac value of the Mix Shader (which mixes your shader with Transparent shader).


You are filtering color channels in the Image Viewer, currently only the red channel is being displayed.

Return to Color and Alpha mode, your image is fine, no need to re-render.


"View" "Object" "Add" On Bottom Toolbar have Collapsed into a Menu, How Do I Undo This?

Right click on this collapsed menu (hamburger) then Header and Collapse Menus.


The problem is caused by the smooth shading that you hve applied to the cylinder.
So you can try just adding a loop cut all the way to one end and then another loopcut all the way to another end.


Yes, your model is probably too detailed for a game scene background. Moreover, since it's a rather simplex geometry, the face count may be easily reduced with no noticeable effect on its appearance. As it was pointed out, you currently have almost 25,000 faces, that are unnecessarily too many for the surface of your toilet.

(Note: high-poly and low-poly mean high or low polygon count, polygons being your mesh's faces)

"Decimate" the number of faces

From the Properties window, Modifiers panel, click "Add modifier" and select "Decimate". Your face count is displayed as "Faces: Xxxx" on the bottom of the "Decimate" box.

The three methods (Collapse, Un-Subdivide and Planar) are described here: https://docs.blender.org/manual/en/dev/modeling/modifiers/generate/decimate.html

To see any effect, you must:

on "Collapse", reduce the ratio (try something around 0.33: it'll reduce the face count by two thirds)
on "Un-Subdivide", increase the number of iterations to 1 or 2
on "Planar", change the threshold angle to 3-4 degrees.

(choose one of the three, whichever looks the best)

When you change these values, you can see the updated number of faces updated under your slider. Also, your model gets updated live in the 3D-view. Choose the lowest number of faces that still keeps the appearance good and smooth enough.

Once you are done, hit "Apply" in the decimate box.


How to render camera view-invariant surface Normal maps in Blender?

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

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


I'll demonstrate you some mesh deformation methods using poor Suzanne ;).

USING PROPORTIONAL EDITING WITH RANDOM FALLOFF TYPE

The simplest way you can do I think is to go to Edit Mode and click Select-->Random, while vertex selection mode is enabled.
Now you can enable the proportional editing with Random falloff type, then grab, rotate and scale some vertices to make deformations.

Remember, that you can set deformed vertices' transformations as a shape key to not destruct your base mesh.

USING LATTICE MODIFIER

Being in Object Mode add a Lattice (Add-->Lattice). Subdivide it using options in Object Data header, and place your object inside it. Give your object a Lattice Modifier and set everything as pictured below. Select your Lattice, enter Edit Mode, select some random Lattice vertices, then grab, rotate and scale them (also using Random falloff of the proportional editing).

USING MESH DEFORM MODIFIER (for a better control over deformations)

Create a low poly representation of your object and name it for example 'cage'. Place your object inside it. Give it a Mesh Deform Modifier and set everything as pictured below. Give the Precision factor a low value (the bigger the value, the more possibility, that your computer'll cry ;)). Next click the Bind button to bind your object to a low poly 'cage' mesh. Now, when you deform vertices of the 'cage' your object's vertices will be deformed as well.

Try to mix these for better result.


Select all target objects and also the source object (the source object needs to be active, so either select it last or select it again after you selected all target objects).

Go to the Material tab, select a material slot and click the specials menu button.

Click Copy Material to Others to copy.


Maybe you have automerge turned on, or with a too high threshold.

Turn it off or reduce the threshold in the Tool tab of the 3D Viewport sidebar


Is there a way to make denoising work in the Cycles viewport?

No, there is not. From the Official Manual Denoising uses render tile information from the engine to make the necessary calculations for the image processing algorithm.

  Denoising filters the resulting image using information (known as
  feature passes) gathered during rendering to get rid of noise, while
  preserving visual detail as well as possible.

  To use the option, enable it in the render layers tab of the
  Properties editor. On rendering, it will denoise tile by tile once all
  the surrounding tiles are finished rendering.

It is not available for progressive renders, and as such doesn't work for viewport previews, which are a form of progressive render.


Since the verts are non-uniformly spaced, the result will always be deformed.
That's just how the Catmull-Clark subdivision works.
You can use Cast Modifier to correct the circular profile.
It can also be limited to a vertex group.

Add Cast Modifier > Sphere
Set Factor = 1
Done


Blender_icons_update.py - SVG icon generation to DAT file issue

The issue was that the paths were not defined for Inkscape and Blender. Both software do not add the PATH environment variables to Windows, so adding them manually made the script file find the correct software to process the *.dat files.


Globally change volume with this Python snippet.  Also affects sound actuators.

import aud

device = aud.device()
device.volume = 0.5  # Change this value to whatever

http://www.blender.org/api/blender_python_api_2_76_2/aud.html

Keep in mind that a new device isn't created until you re-start blender, so any changes made in-game will persist until you actually close blender.


While it's certainly possible to do this procedurally (as the comment from HenrikD is suggesting) I think I'd probably do this via material assignment.

It looks like you already have sufficient numbers of faces on the cylinder to pick the appropriate width, so I'd put an all black material on some faces and an all white material on others.  The white material is simply the default I get when I press the New material button, and the Black material is that default but with the colour changed to a very dark grey.

First add the two material slots (button marked 1) and then with the slot you want (probably Black, assuming the object starts out White by default), select some faces in Edit mode and press Assign (button marked 2).  The Assign button will only show up when actually in Edit mode though.

Here's what this looks like in edit mode (lookdev):

And here's the result in object mode (lookdev) with overlays off:

This way you can specify exactly which faces you'd like black and which faces you'd like white.  This works very well for cylinders as they tend to have faces exactly where you want to separate the materials, though you may need to plan ahead to have a number of faces divisible by the number of stripes you want.  A procedural solution would not have this issue and would be better in some other ways, but requires more setup and tweaking.

If I needed this to be a single material UV mapped texture, I'd then probably bake it out to a diffuse texture map.  I think explaining the process for doing so is a bit long for this answer but you can check out the blender manual on the subject or find one of many video tutorials on that subject, but I'll link one or attempt to expand the answer if requested.


How to get around bpy.ops.object.material_slot_assign ()?

A little later, I reported to the developers and they fixed this error. T70714 This question has ceased to be relevant.


Trouble with bone constraints and deformations

One simple solution is tho set all bones constrained with a copy rotation, varying the influence setting from none (Shoulder) to full (hand).


Finding the 8 outer corner vertices of an object

KDTree and the objects bounding box.
Each object has an axis aligned bounding box giving the 8 coordinates of the cuboid the object fits into. If a cuboid is perfectly axis aligned the bounding box corner coordinates exactly match those of the corner verts.
A KDTree can be used to quickly find the closest element to a coordinate
Putting it together in a script, run with object of interest in edit mode (vertex select mode)
Note, this method assumes the mesh is axis aligned

Result of running on default UV sphere
import bmesh
from mathutils.kdtree import KDTree
from bpy import context

ob = context.edit_object
me = ob.data

bm = bmesh.from_edit_mesh(me)

kd = KDTree(len(bm.verts))

for v in bm.verts:
    kd.insert(v.co, v.index)

kd.balance()

# get closest to 8 bbox corners

closest = [kd.find(tuple(c))[1] for c in ob.bound_box]
print(closest)
#select

for v in bm.verts:
    v.select = v.index in closest

bm.select_flush_mode()
bmesh.update_edit_mesh(me)

Ordering the result
The bounding box is "wound" in a consistent order. Looking at the default cube
>>> bbox = [tuple(b) for b in C.object.bound_box]
>>> for i, v in enumerate(bbox):
...     i, v
...
(0, (-1.0, -1.0, -1.0))
(1, (-1.0, -1.0, 1.0))
(2, (-1.0, 1.0, 1.0))
(3, (-1.0, 1.0, -1.0))
(4, (1.0, -1.0, -1.0))
(5, (1.0, -1.0, 1.0))
(6, (1.0, 1.0, 1.0))
(7, (1.0, 1.0, -1.0))

Hence the front y=-1, top (z=1) , left (x=1) vert is index 5. The 4 verts that make up the top corners are at indices 1, 2, 5, 6
The closest list has the same order.
If a definite 8 corner cuboid
In a cuboid mesh the 8 corner verts are only linked to 3 edges, whereas all others are linked to 4.  Can use this.
import bmesh
from bpy import context

ob = context.edit_object
me = ob.data

bm = bmesh.from_edit_mesh(me)

for v in bm.verts:
    v.select = (
            len(v.link_edges) == 3
            )

bm.select_flush_mode()
bmesh.update_edit_mesh(me)

If this is also axis aligned then the "order" could be determined by looking at the components of the vertex normals.  For example, the normals of the corner verts of default cube would be equivalent to their normalized coordinates


You are only able to do the Alt-S command while your in edit mode. From what I see in the second picture you posted, your'er in object mode. And for future key commands that don't work just go to the wiki for them, like at the bottom of this  page
it shows the Alt-S command you were asking about, and that it needs to be used in edit mode.


Having the ground bone as part of the same armature makes it much easier to animate as you can just stay in pose mode for the one armature the whole time. Furthermore actions are designed to be applied to single objects so it helps there as well.

The only reason why you might not have a root ground bone is if you are planning on exporting the rig to another piece of software with different expectations (e.g. matching a default skeleton in a game engine that has the root at the pelvis). In this case parenting to an empty isn't going to be that much help either though as the program likely won't know what to do with that either.


Interaction of 2 armatures with each other

You must parent the hand bone to the lower arm controller, so that when you rotate your controller the hand follow, otherwise it's very uneasy to control the hand properly.

Also, give your hand a Copy Location constraint, with the lower arm as the Target, a Head/Tail > 1, and stay in Space > World Space.


I've fixed it for you.

You needed to keep the Y-axes of the steering wheel aligned to the direction perpendicular to the plane of rotation (shown below). The purpose of parenting the steering wheel to the empty was so the axis of the steering wheel stayed aligned for your desired rotation axis.

All I needed to do was to enable Transform Only > Origins, and Face Snapping with Align Rotation to Target then snap the origin onto that flat panel in the middle of the steering wheel. This allowed me to realign the origin of the steering wheel with the normals of that surface. However, this places the Z-axis in the direction you wanted the Y-Axis, so I just rotated it 90 degrees about the X-axis.

Then, just to make sure I didn't move the origin, I pressed Shift+S, Selection to cursor. (The 3D cursor was conveniently already at the origin's original location)

Edit: Alternative metohd for pre 2.81

Rotate the empty box back to 0 degrees for all axes. This will bring the steering wheel back into an orientation where the global Y-axis matches up with the desired rotational axis. Unparent the steering wheel with Alt+P, and press Ctrl+A and Apply rotation to the steering wheel. Then you can reparent the wheel to the empty and it should work as intended.


Rotating Object doesn't work quite right

It's actually rotating on the Z axis, but that's beside the point.
Try saving the scene, closing down Blender, then open Blender and the scene again and see if it's still like that.
If you had a Limit Rotation constraint on the object, with the Limit X and Limit Y axes ticked, and the Min and Max values left on the defaults of zero, you would get that effect, but I think you'd have noticed that you put a constraint there. But check you haven't done that - if you're clicking around to explore, you can forget what you've done.
If the axes were simply locked, you shouldn't see a ring on the rotate widget for the locked axes, but they are visible in your animation, but if Blender has a glitch and hasn't updated the display, maybe the axes are locked.


Can't make cloth collide with object when cloth mesh is vertices & edges (no faces) [video example included]

While you can't do collisions with edge only mesh objects, to get around this I just add "tags" to my vertices. They are small triangular faces that allow for the collisions to be calculated.

Then I either enable collisions on my base mesh or add dummy faces with collisions parented to the base mesh.


Retopology of Cloth from Marvelous Designer

you can actually create it quadrangulated inside of Marvelous. Otherwise, you will need to retopo it yes (depending on your needs)


Why can't I select these extruded lines?

Switch to Vertex Selection mode, turn off Limit Selection to Visible option in the 3D view header, border select your vertex and delete them.


All drawings move together in Blender? Is there a way to turn this off?

In Grease Pencil edit mode: select the strokes you want to split from the rest and then (menu)Stoke -> Separate -> Selected Strokes. The Separate menu has the shortcut "P". You will then have the selected strokes as separate Grease Pencil objects. You can also move them in edit mode, after you select, as you see fit.


You can use the Texture panel in Sculpt Mode, as shown below:

This will apply a texture to your brush. If it doesn't look right, you can adjust the size of the texture under the "Size" portion of the panel. Additionally, you can use "Spacing" under the Stroke panel to adjust the sample rate(?) of the stroke.

Edit: Here is a video of the texture brush in action, at around 35 minutes in.


How do you select the inside vertices of an object faster?

You could select the element in the center(face or vertex) and hit Ctrl++ multiple times to grow selection:

You can also Alt+click to select some loop and then use "Select Loop Inner-Region" function that you can find in the search menu(Space/F3(2.8)) or in the Select menu in the 3D View header:


why is 'child of' modifier scaling my bone?

A child of constraint is the same as parenting an object, when you move the parent the child also moves, scale the parent and the child also scales.

By using the constraint instead of direct parenting you can control some of this behaviour. By turning off the scale options you can stop the lightsaber scaling with your armature.

This does highlight one point though, you have an armature that is scaled, you most likely scaled the armature while in object mode to get it to fit your model. Having an armature that is scaled can cause odd behaviour like this at times so you may want to apply the scale to your armature by pressing CtrlA and choosing scale while in object mode.


This is possible through Nodes, not just menuing:

By using the ColorRamp, you can edit the color without overwriting the texture.

By using the Skin Value matching nodes, you can make skin as bright or dark as the UI would not realistically allow.


Tried everything. Can't select bones in weight painting mode

top menu Edit > Lock Object Modes > uncheck

Then you can select multiple items when in edit mode.
Set your mesh to weight paint while your rig is in pose mode.


How to get rigid body to collide with inflated soft body?

Unfortunately, it's a bug: https://developer.blender.org/T60079. You would have to switch back to 2.79 if you want this feature to work properly.


Lock Limit Location Constraint Out of Bounds Values

In the constraint's settings, there is a box labelled For Transform.  Tick that, and you can't move the object beyond the constraint's limit AND, the location is shown as no greater than the constraint's limit no matter how far you try to drag it.


How to fix radius on particular spot using subdivision modifier


Random scale and rotation for each particle on all axis separetly (Animation Nodes)

You should make 3 random nodes, then combine them into one vector


Silly question; have you tried flipping the normals, and checking that no overlapping faces are present? Its hard for me to see the normals on the left part of the face, and the right looks fine as of where I can see them.

Other than that check that the Vertices are not being weight pulled by other bones. Check it in zero mode in the left hand tool panes when weight painting.


You basically want to separate each shell into its own object, and then boolean all the objects together.

To do this quickly:

Select everything in Edit Mode
P > Separate by Loose Parts
Enable the Bool Tool add-on (included with blender by default)
Select all the objects in Object Mode
Click the Auto Boolean > Union button in the Bool Tool panel:

You may want to triangulate the mesh in edit mode (Ctrl-T) afterward to make more sense of it.


Proxy is built for deleted strip instead of short segment

This would be typical behaviour, as a hard cut trim is a rarely used feature. Great for making freeze frames but not very flexible. More often a user would make a soft cut to allow later alteration, in which case you would want all of the proxy to be available.

Also I imagine that transcoding the entire original media would eliminate the potential for mismatched frames of long GOP (Group of Pictures) sources. Where Blender actually has to decode all of the previous frames to make sure that it creates the correct ones that you have selected to hard cut on.


Black spots... Blender Guru Tutorial - Anvil

It's because there is an object hidden in the viewport but not to the render engine. Both objects have approximately the same shape and overlap each other at some parts. The node setup and baked map is perfectly fine.

Here's how you disable rendering the viewport-invisible object:


You can use the loop cut tool ⎈ CtrlR to find where an edge loop is broken. When using the loop cut tool, the location of the new edge loop is highlighted on top of your model and you can see faces that the new loop does not go through, to increase clarity you can use the  Mouse Wheel or the numpad + to increase the number of cuts.


If your addons are zip files, then it is best to unzip them and place them in the addons directory. For Windows it is (where you installed Blender)/Blender Foundation/Blender 2.75/2.75/scripts/addons directory. Put your addons there, then restart Blender and it will show up in the User Prefs.


Loop cut (ctrl+R) and space cuts in the same operation

Use the Bevel operator after loop cutting.

Make a single loop cut were you want the symmetrically spaced loops to happen, then bevel with zero segments.

This will virtually replace the single centered loop with two evenly spaced loops. The advantage is it works well in non axis aligned faces, uneven loop widths and allows adding more loops.

Also see related How to slide a vertex group to make new edge loop? and How to outset from edges/vertices?


How to get rid of opened duplicate window

You have to drag from the left-bottom corner or the right-upper one. They're marked, as you can see in this image:

To delete a window, just drag from the one that you want to keep to the other one. Anyway, you can change the direction of the merging action later if you don't release the left button.

Note that you need to merge two windows with the same height/width. Look this layout as an example. The red arrow marks not working merging operations and the blu ones valid operations.


How to get the beginning position of each line of a text object (Pyhton)

The bounding box

Many of the kerning options for the text object are available. IIRC there is another answer (unfindable so far) that uses these to calculate the  positions.
Instead I'm going to simply use the bounding box, single first line, 2 lines, 3 lines etc.
The bounding box is the local axis aligned extent of an object, in local coordinates.  The box has 8 coordinates, the zeroth coordinate is the front bottom left hand corner. eg (-1, -1, -1) for default cube  Multiplying by objects matrix world gives the global location.
Test script adds an empty at beginning of each line of the text object that has context.
Answer for version 2.8.  For 2.7x would use a scene.update() to rejig for changes to text body.
import bpy
from mathutils import Vector

context = bpy.context
dg = context.evaluated_depsgraph_get()
ob = context.object
mw = ob.matrix_world
text = ob.data.body

lines = text.split("\n")
for i, l in enumerate(lines):
    ob.data.body = "\n".join(lines[:i + 1])
    dg.update()
    bbox = [Vector(b) for b in ob.bound_box]
    bpy.ops.object.empty_add(
            location=mw @ bbox[0]
            )

Related Counting amount of lines in a text object


There is a way to instance two rigid body objects with hinge constraint between then using AN?

When you instance the object using the Copy Full Object option of the Instancer node, you are copying the constraints of the source object to all instances. And the constraints data for all instances will be the same. So all you have to do in this case is to update the data of the constraints. Consider the following example where we instance a group of cubes having a Damped Track constraint, after instancing, all cubes point to the icosphere because it is the target.

What we can do now is instance the icosphere and set the instances as the targets of the constraints of the cubes. The Object Attribute Output node can be used.


You can link one object to multiple scenes with Ctrl + L, that way the same object will be used and any edits will apply to others scenes. If you want to use a different object but the same mesh, that is possible with instancing using Alt + D.


Python script to align object to edge or two vertex coordinates

I've found the solution. To align to edge direction, you can use the script in this link: Align Object to Vector using python

But for the vector you must use Vector = Vector2 - Vector1 where the Vector1 e Vector2 are the coordinates in vector of the verts of the edge.


With such tubes, the boolean modifier won't remove the cube part in the center of the tubes, as they are not within the tube mesh

I see two possibilities:
1- "apply" the boolean modifier and remove the parts of the cube you don't want (select a vertex in each "inner part" and 'select linked'), or
2- duplicate your tubes, and make cylinders out of the copy (remove the inner wall and close the ends), then use those in your modifier. I'd make the cylinders slightly smaller than the outer diameter of the tubes, to avoid all risk of holes between the cube and the tubes.

The first is probably easier in a static object, the second when you need to animate the tubes


windows 10 updated and now blender won't run

First, I would try to launch it via Steam. If you don't have Steam, either install it or try getting the latest update from blender.org. If you already have the latest update of Blender, you may want to try reinstalling blender. If you have a Flash Drive or SD Card, copy all of your Blender-related files onto there, then reinstall Blender.


How can I make an object face or locate to the active camera?

Consider a [track to] constraint which rotates the bones

You can track to the camera or some object like two rectangles next to each other lets call them a pair of eye trackables, similar in placement to a pair of eye glasses. Depicted above in the animation is an example. Left eye tracks left point, right eye tracks right point.  The points are eye distance apart.  At a far distance the eye trackables cause the eyes to rotate and be nearly parallel.  At a close distance the this can prevent crossed eye problem.  Some blender people might say the having a separate eye trackables is more flexible than tracking to the camera.  You can move the trackables independent of the camera.
Consider searching Blender Facial Rig Eyes


How do I get a glowing line via textures or materials?

If you want to do this relatively easily and for certain edges, select the appropriate faces in edit mode and click EDIT->Mesh->Faces->Wire Frame on a duplicate of your original model.

Assign new materials with emission. I recommend just doing a solid material and join the models back together (I really usually work in Cycles, and if doing so you can use a simple Emission shader since Blender Internal doesn't really like emitting from materials in my experience). This adds a few vertices, depending on how smooth you want your outlines to be, but I've found that usually they can be pretty simple. You wind up with something like this:


The object origin of the cylinder is used as the emission point. In your .blend,  the origin of the cylinder is in its center, so each particle instance of the cylinder is exactly half on the top and half on the bottom.
To set the origin to one end:

Select the cylinder and enter edit mode (Tab)

Select one end of it and press ShiftS> Cursor to selected:

Exit edit mode (Tab) and press CtrlShiftAltC> Origin to 3D cursor:


When i try to put textures, everything goes black

That is your AO image that you made in the tutorial, and loading the image that you painted in the UV Image Editor doesn't automatically apply it to the mesh object - load it in the material texture slot so that it will be used in your mesh. Looks like the tutorial skipped that part.

Also, if your mesh turns black when trying to load the new texture, try adding lights (lamps) to your scene if you are in GLSL.


Have you tried unchecking File -> User Preferences -> Viewport -> Selection -> OpenGL Depth Picking? I had the same problem, but when I disabled this it seemed to be fixed.


If you're talking about the big sphere it's probably a particle that you've created (if your object is very small it makes the default particle look big), go in the Properties panel > Particle, and delete ParticleSettings:


The addon works only if there are keyframes to work on.

And is meant to work in the Graph editor.


How to align automatically bones in edit mode and in pose mode

Bone Edit Mode and Pose Mode are two different things.

The Edit Mode functions like an automated "freeze transform" (if you are coming from Maya). This means in Edit Mode your mesh will always stay in its initial position.
Everything you transform in Pose mode will not get changed/applied in Edit Mode. But in reverse, if you change position in Edit Mode it will be changed/applied in Pose Mode as well.

Also keep in mind, thatin Pose Mode you have various factors, that can change the final position of your Bones. For example ik or postion constraints. Those constraints are also not active in Edit Mode.

So long story short: there is no way to guarantee 100% synchronization between those 2 modes. But in general this dis synchronization comes from wrong setup in the bone constraints.
Also if you want to reset all your manually set transforms in Pose Mode go to "Pose -> clear transform".
But keep in mind "manually set" means everything you have changed by hand (with the translation and rotation tools). If there is still an active constraint that is manipulation the transform of your bone, you will not get the initial set position from Edit Mode.


If you want it to branch you need to use a mesh, not curves.

If you want your mesh to have an all-quad topology, here is the simplest way:

You can then further subdivide the edge rings to add detail and round off the roots more:

And with some additional fine-tuning of vertices and edge loops you can get something like this:

If you really want to use Bezier curves I recommend using the Sapling Add-on, which is packaged with Blender and just needs to be enabled from Preferences. It's ideal for making trees and other branching foliage. Although for a character such as the one you posted, I would model it as a mesh.


You need to do 3 things:

Delete the bake:

Apply the scale of the small cube:

Choose Shape > Mesh instead of Convex Hull for your big triple cube object, otherwise it will act like a big box and it will kick out the other objects:


How can I make this specific area have the black material?

You could fix it but maybe the best is to start correctly, which means create a circle:

Inset with i:

Join the 2 opposition vertices with J:

Delete the bottom half:

Extrude down:


What does the “Global pivot” in User preferences do?

In the 3D viewport, we can choose between several pivot points: bounding box, 3d cursor, median point, individual origins...

In 2.7x, when you have more than one 3D view this option makes each 3D view use the same pivot option, when it is off you can change each viewport to use a different pivot point.

In 2.80 this option appears to have been removed, the pivot point is now always the same in each viewport.


How to animate textures in blender internal and control them

You could put a Driver on the Mapping/Offset of an image texture that copies its value from a controlling empty or bone.

Here is a screenshot that shows such a rig.  Notice that the X offset is purple (meaning it is controlled by a driver) and you can see the driver in the curves window configured to copy the minimum value from the Empty object's X Location in World space.


should the polygons of a model be squares/rectangles?

The term you are looking for is "quads".  Tris have 3 vertices and n-gons have more than 4.

Quads are better in general for modelling in Blender, particularly if you are planning to animate.

Quads allow for clean straight lines.  This is SUPER important.  Loop cuts can easily be introduced, selection is easier, UV unwrapping is easier, beveling can be done.

The list goes on and on.

You will learn how to create quad based topology.  It's worth the effort and a great foundation for learning Blender.  So good for you!  You are learning one of the most important early lessons in modeling.


You are right about your normal map. Somehow all the pixels that are white in the brick diffuse texture appear to be Transparent in your normal map.

I have no idea what was going on with the end part of your wall that wasn't showing shadow in your original image but after remodelling it from a basic cube it seemed to be working as expected.


How do I display a property in the viewport without using a modal operator?

Extending the code from Draw and update text in viewport without modal operator in blender

I suggest using a class to handle the handles, and pass context to the callback method.

import bpy
import blf

class DrawingClass:
    def __init__(self, context, prop):
        self.prop = prop
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
                   self.draw_text_callback,(context,),
                   'WINDOW', 'POST_PIXEL')

    def draw_text_callback(self, context):
        font_id = 0  # XXX, need to find out how best to get this.

        # draw some text
        blf.position(font_id, 15, 50, 0)
        blf.size(font_id, 20, 72)
        blf.draw(font_id, "%s %s" % (context.scene.name, self.prop))

    def remove_handle(self):
         bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')

context = bpy.context
dc = DrawingClass(context, "Draw This On Screen")

#dc.remove_handle()  # will remove the handle and stop drawing


Material disappears after using quick explode?

I've found there's a difference between Quick Explode and the Explode Modifier.  Quick Explode seems to remove materials, perhaps a bug (I'm on Blender 2.76).  Instead of using Quick Explode, just apply the Explode Modifier to your object instead.  You should find that your materials remain.


Oh, I found the answer! Go to File > User Preferences > Editing > Undo, and enable Global Undo. Problem solved! :)


Extruding surface while keeping the shape

Inset the face

Go into edit mode. Select the face. right-click
Press I to inset the face.

OR

Press W to open the Specials menu.
From the Specials menu, choose Inset Faces. I

OR

PressCtrl+F to open the Faces menu.
From the Faces menu, choose Inset Faces. I

OR

Choose Mesh > Faces > Inset Faces from the edit mode menu.


This setup should replicate alpha transparency in eevee.


BGE 2.79: How do I change an action in-game with the push of a button/object

The always sensor (with the controller) activates/deactivates the action actuator. It does not change the configuration of the actuator.

As it is now it reads like this:

Always (due to True Level Triggering) -> activate the actuator

This means at each single frame you tell the actuator to play the action.

You wrote you want to play another action. To do so you need another action actuator that does exactly that.

Now you need a way to determine when to play what action. There are mutliple ways to achieve that. Here is one.

You define two modes: playing A and playing B
You start with mod playing A.

Add a property call it "mode" make it String and Initialize it with "playing A".

Now change your always sensor to a property sensor listening on property "mode" to be equal to "playing A".

Right now it should work as before. You start the game and the object plays A.

(Hint: switch the action actuator to loop stop mode and you can disable the true level triggering at the property sensor)

Now add another Property sensor that checks "mode" to be equal to "playing B". Connect to a controller, connect to another action actuator defining the other action.

So this is what you wanted to get. A way to play another action.

Now you need to control what action to play. I assume you send a message "play B" at the moment you want to see the second action.

Add a message sensor that listens to "play B", connect to a controller, connect to a property actuator that changes "mode" to "playing B".

With that you can change the animation in-game. Just send "play B" and the object will stop playing A (dependent on the actuator mode) and starts playing B.

To switch back you need to add a similar logic listening to another message subject (or the same if you want to toggle).


Easy way to rotate all vertices along desired shape?

I don't know what is final purpose of your curved shape, but you can consider to try ... Curve object with

Shape > Resolution 8
Geometry > Bevel > Depth to something you like
Geometry > Bevel > Resolution to zero
(it brings default round profile shape to square, like your)

You can easily adjust curvature and if you would need to continue with mesh object, just search for Convert to Mesh operator.


I finally find it out. For all that have the same question. Here is there answer. You have to asigne all modifiers, and after that with ctrl a all scales, rotation etc. After that, you first select the origin of the chain aromr, than the base. With ctrl you get this picture

Then select make instance real or press M
Finally you got all the chain links seperate. Now select all chain links and with ctrl j convert it to one mesh.

Now you can delete the base.


Blender 2.79 Principled BSDF Shader + Substance Painter

Found a problem. Hopefully my mistakes can be useful to someone.

When you are in substance painter. Make sure to turn off properties of the material which a material doesn't have. In my case "Paint" doesn't have metallic property.


Here are some methods for a 4 studs shape:

First method (Boolean):

Create a cylinder (12 vertices), put its origin to its bottom.
Duplicate it with a shiftDenter.
Rotate the copy 120° (or whatever angle you need) on the Y axis.
Duplicate the second cylinder and rotate it 120° on the Z axis.
Again create a fourth cylinder and rotate it 120°.
Now use some Boolean modifiers to merge these 4 cylinder.
Remove doubles to make the final object clean. You should not have any vertices inside your mesh but if it happened just delete them.

Second method (non-Boolean):

1 - Create a cône of 3 vertices, Radius > 1, Depth > 1.5, it gives a 4 faces pyramid

2 - In Edit mode, select all the vertices, and bevel them with ctrl shift B

3 - Select the 4 hexagons of the shape

4 - Extrude the hexagons with alt E > Individual Faces

5 - You have a basic 4 studs shape

You can add a Subdivision Surface modifier, you can make each end round with W > Loop Tools > Circle, you can add Edge Loops, etc...

Third method (better non-Boolean):

1 - Create a cône of 3 vertices, Radius > 1, Depth > 1.5, it gives a 4 faces pyramid

2 - Subdivide each angle of the pyramid

3 - Select all the new vertices and scale up so that you have some kind of regular hexagons on each 4 faces of the shape

4 - Select all the faces and alt E > Extrude Individual

5 - Keep the end of each extrusion selected and W > Loop Tools > Circle

6 - You can add a Subdivision Surface modifier, can add Edge Loops, etc...


How do you animate the labels for a diagram in Blender?

To create animated lines like in the video you linked, you could use Curves and animate the start and end bevel factors. (see this related question)

Add a curve object
Set the Fill to Full in Object Data > Shape

Increase the depth in Object data > Geometry > Bevel:

Animate the start and end bevel factors by right clicking and selecting insert keyframe, or pressing I while hovering over it.

E.g. by animating the Start bevel factor from 1 to 0:


Try to disable the Snap option, it might be because your vertices stick to the grid:


Add a circle and set it to have 3 vertices.

Set the fill to Ngon or Triangle fan


How to append many objects without appending materials

After importing the objects you can use a python script to remove the use of duplicate materials. As each duplicate gets a numeric extension we can test whether the material without the extension exists and use it if it does exist.

import bpy

mat_list = bpy.data.materials

for o in bpy.data.objects:
    for s in o.material_slots:
        if s.material.name[-3:].isnumeric():
            # the last 3 characters are numbers
            if s.material.name[:-4] in mat_list:
                # there is a material without the numeric extension so use it
                s.material = mat_list[s.material.name[:-4]]


Is there a way to select 'back' vertex/edges/faces without having to turn on x-ray?

I may misinterpret what you say but:

The shortcut to switch from Solid to Wireframe mode (and thus to grab a hidden vertex) is Z in 2.79 and shiftZ in 2.8.
When you are in Solid mode you can activate/deactivate the Limit Selection to Visible (2.79) or Show Whole Scene Transparent option (2.8) on the horizontal menu bar.
In 2.8, in both Edit or Object mode, use altZ to switch to transparent/not transparent.


Blender 2.8 sometimes freezes with imported file

I've just noticed that 3DS Max has an option to export OBJ file optimized for Blender.
That seems to be the solution apart from lowering the polycount on import from IGS file.

EDIT
After some tests i’ve got the following results:
Default import option: 15.858.388 triangles
Optimized import option: 557.088 triangles

Export to OBJ for Blender:
Default import + default export: 1.53Gb file (that’s a killer for Blender)
Optimized import + optimized export: 58.9 Mb


why are my faces in the cloth simulation going haywire

i solved it , i had not applied the modifyiers


The shortcut for the outliner window is ShiftF9.

For the shortcuts to other windows see this


Is there a way to acces external .blend file's data with python script?

There's no data API for the .blend file format.

However, it sounds like you're trying to make a tool similar to Blender-Aid (code is here). Perhaps that's better place to start.

Note that blendfile.py from Blender-Aid can be used as a standalone blend file reader.


How to prevent textures (a png file) to repeat in a grid pattern?

In your image texture node change Repeat to Clip.
This will show the image only once and rest will be transparent instead of tilting in the case of repeat


Gradient between two materials on the same mesh

Simply using a gradient texture to blend two shaders using a mix shader node is not an option?

Setup goes like this:

The two emission shaders of course would be replaced by your material setups.

I think that is about as simple as it gets.


As a general rule, always use non-color data instead of sRGB when using maps. sRGB is only for color image textures.


Blender Automatic Weights: Is it grabbing more mesh than it should?

Yes, automatic weights don't always give the desired deformations.  You'll likely have to weight paint things manually to get the exact look you're going for.  I'd set my weight paint mode to 'Add', and set the strength to 1.0, and weight paint the leg bones to 1 -- then normalize everything when you're done.

If you'd like the eyes, teeth and tongue to remain separate mesh objects, you can try putting an armature modifier on those mesh objects too, and weight paint those on the same way you would the rest of your model.


How to get emitter particles to stay static?

Probably you won't need all of these, but to stay on the safe side:

the Start and End time of the particle Emission must be 1 (all particles emitted at the first frame) and their Lifetime must be 250 (or the animation length in frames)
the Velocity must be 0 in each one of its components. Including  Normal, that is 1 by default!
Physics Type should be set to None
the Field Weights called Gravity and All must be 0 (this is redundant, since Physics: None should guarantee this already)

To summarize:

(Hair particles, on the other hand, won't move by default. Unless Hair Dynamics is selected; in which case, deselect it.)


Accessing Blender's DNA Mesh struct via as_pointer()

I managed to figure this issue out. It made a mistake using a Mesh structure from 2.9 Blender sources instead of 2.82 which is the Blender build I am running this code on. The mesh.as_pointer() does give a valid pointer to the DNA Mesh struct right away.


Problems with the physics interaction between two objects

This is because of Collision shapes , Your sphere has a Collision shape which is something not that corresponds to your collision shape in the second object , you can change this is Collisions > Collision shapes , there is an option that also allows you to make your mesh shape as your collision shape


How to have a color transition material on a mesh?

Based on  Diogo Valadares's comment, you can indeed use a fresnel node + color ramp to achieve this effect. Below, I attach a fresnel node to a color ramp with a mapping node in between, giving me a transition between red and blue from the inside to the outside.

Depending on what kind of transition you want, the fresnel node may not be perfect (you can see that on the very edge, the transition is a bit too sharp), but by playing around with the constants in the mapping node you can get a sharper or smoother transition.


Set Multiple Target Objects Simultaneously

Something like this:

import bpy
from bpy.props import StringProperty

def apply_target(self, context):
    arm = context.active_object
    pbones = arm.pose.bones
    #update drivers
    for driver in arm.animation_data.drivers:
        for v in driver.driver.variables:
            for target in v.targets:
                target.id = bpy.data.objects[arm.my_target]
    #update contraints
    for bone in pbones:
        for constraint in bone.constraints:
            constraint.target = bpy.data.objects[arm.my_target]

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None and context.active_object.type == "ARMATURE"

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

        arm = context.active_object
        scene = context.scene

        row = layout.row()
        row.prop_search(arm, 'my_target', scene, 'objects')

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Object.my_target = StringProperty(update=apply_target)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Object.my_target

if __name__ == "__main__":
    register()


Zoom and Crop of a video already recorded

You can select your video strip and add a Effect strip/Transform. In the params, you have a scale parameter and a position parameter


albedo, height, roughness? Texture download included a bunch of files. How do I properly use them?

I struggle with this as well, but I found that activating Node Wrangler in the add-on gave me access to a great shortcut for creating principled shaders.  If you go to the node editor and change the diffuse node created when you make a new cycles material to principled then while it is selected  hit ctrl, shift, T it opens a screen to let you select your images.  Highlight all and then click the open button and it will build a proper principled shader tree putting them into the right spots.  I haven't tried it with an AO file though because I'm not sure what that's for and I was under the impression Blender didn't use them, but I could be wrong about that.  Hope this helps you out a little bit.


Can't duplicate alpha material setting even though I have all settings in front of me

You beat me to it with answering your own answer (and I'm glad it works for you), but just to clarify i will share what i found:
I believe your tutorial example uses transparency while you use it to a considerable lesser extent (or not at all).
the Transparency color (blue) you used is on the edge of the color circle (while the blue in the example is probably closer to the white center). In this node setup, the more white the color is, the more transparency it causes. Because your blue is relatively dark, the waterfall became less transparent and, in combination with the brown background, visually black.
If you had changed the blue Transparent BSDF color to a color with more white it would be to more like the tutorial example; more transparent.
And I think if you had kept the color the same but changed the Transparent BSDF node to for instance a Diffuse BSDF node you would get a non-transparent waterfall of that color.
But adjusting the ColorRamp also seems to work : )


VSE, python API: get time point in video file under marker

This will print the Marker time (in seconds since it's corresponding video strip started) with it's corresponding video strip's path for every marker in the scene's timeline.

import bpy

scene = bpy.context.scene

fps = scene.render.fps / scene.render.fps_base

all_markers = sorted(scene.timeline_markers, key=lambda m: m.frame)

all_strips = list(sorted(scene.sequence_editor.sequences,
            key=lambda x: x.frame_final_start))

for strip in all_strips:
    if strip.type == 'MOVIE':
        start = strip.frame_final_start
        end = strip.frame_final_end

        for marker in all_markers:
            if marker.frame >= start and marker.frame <= end:
                time = (marker.frame - start) / fps
                path = strip.filepath
                print(time, path)


How to make an object (triangle) transparent inside leaving angles highlighted?

You could mark the edges as Freestyle. You have options: in EEVEE, you can render the layer on its own, by unchecking all other passes in the View Layer Properties tab, or in Cycles, as illustrated here, you can check 'As Render Pass'.
In this example, 'Film' is set to 'Transparent' in the Rendering tab, and the Freestlyle layer is laid over an Input>RGB node  black in the compositor.

(Blender 2.92)


I'm a bit confused here, did you want to composite the images using the VSE or the compositor? No need to do it twice, either section is capable of doing what you're asking.

If the background is completely black you don't need to change the alpha.
A common way of compositing images with dark backgrounds is to mix them via luma keying.
You can try to add alpha channels, but an easier way for this application would be to just add the clips.

In the VSE this can be done by selecting the clips above your base clip and setting the blend mode to add instead of cross.

In the node editor add a color->mix node and set the mode to add.
Hope that helps.


foreach_set - Doesn't "False" toggle selection off?

This seems to work:

oa = bpy.context.active_object
bpy.ops.object.mode_set(mode='OBJECT')

sl = np.zeros(9, dtype=np.int32)
sl[8] = 1

setV = np.zeros(len(oa.data.vertices), dtype=np.bool)
setE = np.zeros(len(oa.data.edges), dtype=np.bool)
setF = np.zeros(len(oa.data.polygons), dtype=np.bool)

oa.data.polygons.foreach_set("select", setF.ravel())
oa.data.edges.foreach_set("select", setE.ravel())
oa.data.vertices.foreach_set("select", setV.ravel())
oa.data.update()

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='OBJECT')

oa.data.vertices.foreach_set("select", sl.ravel())
oa.data.update()

bpy.ops.object.mode_set(mode='EDIT')

Maybe this code could be simplified?


Lip sync animation with rigify+pitchipoy armature and papagayo

Please take a look at post of lipsync script that you referenced - https://morevnaproject.org/2015/11/11/automatic-lipsync-animation-in-blender/. It says:

  use a Pose Library to define a mouth poses for the face rig of your
  model. Each pose should be named as corresponding phoneme in your
  lipsync breakdown – “MBP”, “AA”, “O”, “EHSZ”, “etc”… (just inspect the
  .dat file produced by Papagayo to figure out which phonemes you need).

So, just open your .dat file and see which phonemes it uses. Then open your model file and create Poses for your Pose library. Each pose should be named in the same way as phoneme. I.e. for “O” phoneme you need to set bones of your character’s lips in the same way as he says “o”. Then save this pose into the Pose Library under the name “O”. I hope that helps.

P.S. The lipsync script works with any armature. The link referenced in your other answer points to different script.


Select your mesh, in the modifier stack delete the armature modifier, apply the mirror, parent the object to the armature with automatic weights and put the suburf modifier after the Armature modifier (down). You'll have a good starting point to tweak with the tricks described in my comment.


How can we store EXIF-type metadata in renders?

I don't know of any option to add this data from within Blender, but I would think an extension would be the best solution (there are already options for timestamps and other such simple info IIRC).

For now, a possible solution would be to use a 3rd party application such as GIMP to add this information to the file.


Edited:
Just don't use that many seams and the texture will align better.
I added seams only to cut off the side 'wings', and the rest is just one piece.


Select every other edge (they share a common vertex)

Use  vertex select mode as indicated by the yellow arrow. Select the perimeter circle by any means including

Alt Click

Checker deselect every other one
Last select the center
If desired switch to edge select mode as indicated by the yellow arrow below
You may also consider saving your selection with vertex groups


How do I load an MP4 file with Blender 2.74 under Fedora?

You need to build a version of ffmpeg with full support for proprietary codec.


How can I use checker deselect to select separated faces?

When converting between selection modes (vertex,Edge,Face), Blender follows these rules:

When converting to a higher order (V>E>F) the higher-order components become selected if all their lower-order components were selected.
When converting to a lower order (F>E>V) all the lower-order components of previously selected higher-order components become selected.

Making use of that behavior:

Select 2 sequential longitudinal edges in the pattern (from the first and second regions to be selected in the end).
Hit CtrlShiftNumpad+ (Select Next Element) repeatedly to continue selecting further edges at the same interval
From the header Select menu, hit 'Select Loops'> 'Edge Rings'
Switch to Vertex mode.

The faces/all their edges in the regions are now implicitly selected, if you switch back between modes.

In the picture, I switched to vertex mode before making the edge ring selection .. that still works (by the conversion rules)


How can my animation animate if there is no vertex weights?

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

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


If I understand right you ask about the right topology. If so it's not good that you have inconsistent mesh (by one axis you have far more loop cuts compare to another). If there is a reason for that I would probably fill it like that:

The big N-gon in the middle is fine if this area is flat.
But the better solution would be to have more consistent mesh so you can connect loops organically. You'll still have 1 triangle but that is fine.

I hope it helps!


That looks like Minecraft, in which case the textures are intentionally low resolution. You're looking at interpolation, which is normally good, but not for this. To turn it off, go to your image texture node and change Linear (the texture interpolation) to Closest.


Custom bone weights lost when switching to object mode

One way is to set up a dictionary with key groupname and a list of vertex indices and add them in object mode using vertex_group.add(..)

import bpy
context = bpy.context
ob = context.object

dic = {}
for g in ob.vertex_groups:
    dic[g.name] = []

for vertex in ob.data.vertices:
    for gr in vertex.groups:
        dic[ob.vertex_groups[gr.group].name].append(vertex.index)

# has to be in object mode for vertex_group.add
bpy.ops.object.mode_set()
w = 1.0
for vgname, verts in dic.items():
    #print(vgname)
    ob.vertex_groups[vgname].add(verts, w, 'REPLACE')


As I haven't found any solution so far and this fixed-count workflow limits my daily work a lot, I have refreshed my "so-so programming skills" and I ended up with creating a Blender (2.79) addon which does this job for me.

With the addon, you set the Density parameter and the Emmission Number is adjusted accordingly:

I have placed the addon to Github and would be very happy is someone can test it and report any bugs.
https://github.com/jendabek/blender-particles-density


Recalculate Outside (CtrlN or CtrlShiftN) is Face Normal orientation.
What you have marked on screen is Vertex Normal Direction.

Try search for Normal Average.
For more info read Blenders Manual bottom part.


Is it possible to give each render layer specific render settings?

You can't switch between CPU and GPU if the render layers are in the same scene, but you can have multiple scenes that each use a different rendering device (CPU/GPU). You can then work in the compositor with the render-layer from the GPU rendered scene and the render-layer from the CPU rendered scene.

So, you need to recreate the render layer you want to render with a different device, in a new scene, and then change the 'device' under render settings. Obviously, this comes with its own complexities if you have a complicated scene as you may have to copy many objects into the new scene to get that render layer to appear correctly.


How to restore custom layout/panels when loading a blend file with different settings?

If this is happening on a file you didn't create, and want to preserve your own default layout, uncheck the LoadUI box when loading the file.


How do I fix the camera roll to its parent object? Blender 2.8

you could really easily just keayframe the rotation seperatly right? just go to the frames were you set your keyframes for the spaceship, copy all the rotation values, imput them in to your camera, and add a keyframe for rotation only


Rigid Bodies - objects exploding and clipping

See the weight of all objects and make sure none is intersecting with each other.
And yes, change the collision identifier from convex hull to mesh.


Blender 2.8 render farm on DL380 Gen9 w/ Virtual Shared Graphics Acceleration

You would have to ask the developers at the Blender Organization to see if that driver could be used on the program.


How Do I Use a Saved Pose at a New xyz Location?

In most cases, your Armature object should be the root of object hierarchy. So that means it should not be parented to anything.

Also the armature object should be without any transforms - always with origin in the center.

Instead the rig should have a Root or Master bone to transform the whole rig in pose-mode. You want to make rig positioning in the scene with this bone.

This prevents numerous problems with scene management, linking, and most importantly keeps things clean for animators - they have all the key-frames under the pose. And not some under object and some under pose.

When you do not want to store the root transform of your rig inside a pose library - delete that bone from the Action which is used to store the poses - or just delete the keyframes from the poses you don't want to store the root transform in:

Should be named PoseLib by default and you will find it in Action Editor.


Im using 2.78c and it is in my add-ons list.

Maybe somehow it got deleted.


There is a node called Switch, you plug in the condition, and 'if true' or 'if false', then connect the output to the rest of your nodes


how can I model sculpture parts and exporting them for laser cut without distortion?

Maybe you could try the paper model addon? It is part of the standard addon catalogue and it should help you unwrap your model distortion-free. You can find documentation here: https://blender-addons.org/export-paper-model-addon/


Uncheck and check on your "active" layer with Shift.

Objects adds on last selected layer, so if you turn off and on the layer, it will be  "active"

Also, you can read about it: Active Layer Indicator


How to duplicate objects with constraints using script?

Here is a python script that will duplicate all objects in the current scene:

import bpy

for obj in bpy.context.scene.objects:
    obj.select = True

# use this to duplicate without links
bpy.ops.object.duplicate()

# use this to duplicate with links
bpy.ops.object.duplicate_move_linked()

A few things to note about your code:

obj.select is just a variable...you know this because it doesn't have the parentheses.
You would have been recursively duplicating because that call was inside of your for loop.


I can't select or delete a bone and this blue circle keeps appearing?

You have enabled Skeleton Sketching. You can disable it in the properties region N


How to copy background images from one .blend to another?

Coming up against the same thing I wrote some scripts many moons ago, with the idea of making it an addon. Only got this far, I've updated to handle clips.

Run this script in the blend file with bg images set up.  It adds a set of properties onto the images mirroring the background image settings, & also the name of the screen the 3D view is in. (Doesn't discern for multi 3d views in same screen).

import bpy

context = bpy.context
text = bpy.data.texts.get("BGImages.py")
if text is None:
    text = bpy.data.texts.new("BGImages.py")

text.clear()

spaces = [space for screen in bpy.data.screens
         for a in screen.areas if a.type == 'VIEW_3D'
         for space in a.spaces if space.type == 'VIEW_3D' if len(space.background_images)]

for s in spaces:
    text.write("#Screen: %s\n" % s.id_data.name)
    for i in s.background_images:
        text.write("#%s\n" % ("-"*72))
        for p in i.bl_rna.properties.keys():
            if p in ['rna_type', 'image_user', 'clip_user']:
                continue
            val = getattr(i, p)

            text.write("i.%s = " % p)
            text.write("%s\n" % repr(val))

            if not val:
                continue
            if i.source == 'IMAGE':
                i.image["screen"] = s.id_data.name
                if type(val).__name__ in ["bool", "str", "float", "int"]:
                    i.image[p] = val
            else:
                i.clip["screen"] = s.id_data.name
                if type(val).__name__ in ["bool", "str", "float", "int"]:
                    i.clip[p] = val

It creates a text file named BGImages.py, ( ultimately making this a script to link / append then run and import, was the idea 8^)

#Screen: Scripting
#------------------------------------------------------------------------
i.source = 'IMAGE'
i.image = bpy.data.images['getting_started.blend2.png']
i.clip = None
i.offset_x = 0.0
i.offset_y = 0.0
i.size = 10.0
i.rotation = 0.0
i.use_flip_x = False
i.use_flip_y = False
i.opacity = 0.5
i.view_axis = 'ALL'
i.show_expanded = True
i.use_camera_clip = True
i.show_background_image = True
i.show_on_foreground = False
i.draw_depth = 'BACK'
i.frame_method = 'STRETCH'

Now in your new file if you link / append the bg images  & run this script

import bpy

images = [i for i in bpy.data.images if "screen" in i.keys()]
clips = [i for i in bpy.data.movieclips if "screen" in i.keys()]
dic = {}
images.extend(clips)

for i in images:
    l = dic.setdefault(i["screen"], [])
    l.append(i)

def gonk(self, context):
    space = context.area.spaces.active
    for i in dic.setdefault(context.screen.name, []):
        print(i.name)
        bi = space.background_images.new()
        if i["source"] == 'IMAGE':
            bi.image = i
        else:
            bi.clip = i
        for k in i.keys():
            if k in ["screen", "image", "clip"]:
                continue
            setattr(bi, k, i[k])

def bgimages(self, context):
    layout = self.layout
    screen = context.screen
    l = dic.setdefault(screen.name, [])
    layout.enabled = len(l) > 0
    layout.prop(context.screen, "toggle", toggle=True, text="%s (%d)" % (screen.name, len(l)))

bpy.types.Screen.toggle = bpy.props.BoolProperty(update=gonk)
bpy.types.VIEW3D_PT_background_image.append(bgimages)

 You will see a button which tells me that two images in the Scripting screen 3DView can be added to the backround images of this 3D view in the Scripting screen of my new file.  You will need to change the screen name to match the screen name of the original file.


How to create an equivalent to the Hard Light blend type?

Blender cannot work with a majority of the original AdobePDF blend mode types as they are strictly display referred and fail miserably when operating on scene referred imagery.

From the AdobePDF specification, where cb is background and cs is source.

  Multiply (cb, 2 * cs), if cs ≤ 0.5
  Screen (cb, 2 * cs – 1) if cs > 0.5

As you can see, the "minus one" portion, as well as the screen operation, will yield completely erroneous results on scene referred imagery.

Also, 0.5 comparison values would be on display referred nonlinear imagery, which would be post display referred transform.

Ultimately, it is a meaningless blend mode within a raytracing context. You could of course write your own screen node as well as hard light, generate a display referred output, and try to hack something together. It would seem that more optimal approaches might be wiser than a hacked mess, however.


Trouble installing a script file of an addon (threejs export)

export_threejs.py is only part of an addon, you need all of files or it won't work.

https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender/2.65/scripts/addons/io_mesh_threejs

A __init__.py is crucial, because it contains the bl_info dict to make it a Blender addon, and it loads the other files.

In your ...\scripts\addons\ folder, there needs to be a subfolder (e.g. called io_mesh_threejs) with all 3 files of the addon inside.

In order to use Blender's Addon Install from file... feature for addons with multiple files, the mentioned folder with the scripts (io_mesh_threejs) needs to be zipped and you select that zip-file.


So, did you export a video? Or an image sequence?

I would strongly guess that you have used a very bad codec (or bad settings for that) while converting to a video file.

I would suggest to render out .pngs (or any other uncompressed image format) and then afterwards convert those to a movie.