Using a custom object to "hollow out" that same object?

What you need is a 'boolean modifier' which is already present in blender.

Select your trapezoid by right clicking on it.

Create a copy of this trapezoid by pressing Shift+D.
Move it upwards by pressing 'G' and 'Z'
Scale it down a big by pressing 'S' and align is as shown below.

Now all you need to do is remove the top object from the bottom object. You can do this by adding a boolean modifier on the bottom big trapezoid.You can do this by selecting the bottom trapezoid and going to modifiers tab, click 'Add modifier' and selecting the boolean modifier as shown below.

Change the operation to 'difference' by clicking on the drop down menu.

Click the eye dropper tool and then click on the top smaller trapezoid.

Click on apply button.

Now you have your basket. You can now delete the top trapezoid by selecting and clicking delete.You will get something like this.


There is no way to do true cross-simulation between the different physics systems right now. And I do not know of any on-going project that will bring about that functionality as of this time.


Is it possible to import the outline or profile of something from a picture to use as a line in a wireframe?

What you want to achieve can perfectly be done in Blender but there's a few caveats and things to have in mind before proceeding.

The first one is you can't use the images directly to model, you have to convert them into something usable as actual geometry in Blender.

You can import you images in a variety of ways

As an empty Add > Empty Image

As a textured plane File > Import > Image as Planes (make sure you activate the addon in the user preferences)
As a background images 3D View > Properties Shelf > Background Image

The real challenge here will be setting them to the correct size

As for the geometry itself

You can use bezier curves to easily trace over your shapes, they are the most adequate type of geometry for this type of shape, however they will make it a lot harder to actually model the shape of your airplane in 3D with a desirable topology in the future.

If you still like this method you can use the BSurfaces Addon to help you create the shapes from the bezier curves with correct topology

Ideally you would trace the shape of your sections with a mesh, taking care to always use the same number of segments over all cross sections, so that you can have a clean topology over your model in the end.

I have to leave a word of warning as final though, even though Blender is totally capable of doing this sort of work if you are looking for precision, and easy smooth surface transitions without having to care for topology and sewing seams, CAD-like solid modeling or NURBS based software are much more adequate tools for this sort of work.


Have console redo a function until desired outcome?

I'm not sure what exactly you are expecting.

The BGE loads and starts with exactly one scene (the current scene in Blender). It simply has no other scenes.

To add other scenes (Background or overlay) you either use the Scene Actuator or the BGE API. (I guess you know that already).

This operation will be performed after the current frame. In your case between frame 1 and frame 2.

Therefore you will never be able to find any other scene at frame 1. They are simply not loaded yet.

They are loaded within the next frame. In your situation in frame 2.

There are several options to deal with that situation:

Self-managed scenes

Each scene performs operations on currently existing scenes after being loaded.

The current scene is always the new one. Make sure not to look for other scenes, that do not exist yet.

Check for a scene after is was loaded

You know when you added the scene, check within the next frame.

The current scene is the scene that added the other. The new scene is a different one.

Notify objects

Send a message notifying that the scenes changed.

This way any object that is interested (regardless in what scene it resides) will be notified and can act accordingly.

The scene the listener is living in can be, but does not need to be the new scene.

There can be any number of listeners.

I hope it helps

Edit:
now I see it is related to question 44362. I think
the above suggestions should help you with your problem (which is a strong dependency from one scene to the other [not really a good design as you see])


How to write a simple Wavefront-OBJ exporter in Python?

This is a simple OBJ export script, that this writes valid OBJ files that load back into Blender: verts and faces, (no edges or materials).

import bpy
from bpy import context

filepath = "/tmp/simple_obj.obj"

obj = context.object
mesh = obj.data

with open(filepath, 'w') as f:
    f.write("# OBJ file\n")
    for v in mesh.vertices:
        f.write("v %.4f %.4f %.4f\n" % v.co[:])
    for p in mesh.polygons:
        f.write("f")
        for i in p.vertices:
            f.write(" %d" % (i + 1))
        f.write("\n")

This script can be pasted into Blenders text editor and executed, you will want to modify the output filepath.


You don't see shader nodes because you are using Blender Render.

Switch to Cycles Render, then you can add shader nodes by pressing Shift+A shader > add shader


Sometimes getting out of a box is the easiest solution. I would create new object to emit those particles ;)


How to identify unsupported properties (such as vertex-groups) without relying on names?

Potential Solution?
I did some tinkering.
Visibily there's no way to add properties to this bpy.types.VertexGroup
it's also not possible to create inherited subclass in blender.
Maybe playing with memory address can help here
>>> print(C.object.vertex_groups['Group'])
<bpy_struct, VertexGroup("Group") at 0x000001BA8B6041C8>

>>> print(C.object.vertex_groups['Gro'])
<bpy_struct, VertexGroup("Gro") at 0x000001BA8B6041C8>

we can see that when changing the vg name, the memory address stays the same, so here we have an opportunity to identify our object. for example with the as_pointer() function
It's sure that the memory address will be lost when quitting the blender.exe, but we could counter that by saving the names of our VertexGroups in bpy.app.handlers.save_post the when the user open blender again we could reset all our addresses.
So the technique could work per blender session?
the only problem is that I'm not sure if blender can dynamically re-allocate memory if needed, or if the memory address will stay static per session.

Edit1*
Bad Idea, objects are dynamically allocated in memory and might change
So maybe we could identify our objects using __hash__?
I'll do some tests
Edit2*
no hash() method won't work, same for id() These function are based on memory too


If I got what you mean, it's not easy, but it can be done, imho.

But you have to be willing to do some retopology, because you need text mesh (blender always creates this from font object with bad topology) and booleans, two times (produces bad topology)...

first, experiment with a little cube base and a single letter, trust me.

create the box base and text mesh and ensure it has good topology (all quads, no doubles, a good mesh)

boolean "union" of the box and the text.

with more complex setups, it is a good idea to retolopogize the applied union result (all quads, no doubles, a good mesh) - optional but suggested

create the jigsaw pieces, as a single object but separated islands, ie: the pieces.  (again, ensure all quads, no doubles, a good mesh), and scale this mesh to make its bounds to "surround" the previous base+text union.

seeing this in transparency:

boolean "intersection" of the base+text with the "surrounding" jigsaw mesh (see settings on the right)

which gives you


This is an approach using Alessandro Zomparelli's Tissue Add-on, rather than Animation Nodes, roughly following his examples presented here and here.

Create a Unit Plane, with its own origin at its minimum XY, placed at the World 0.
Add a single vertex to the object at its center.
Place the 3D cursor at the center of the sphere you wish to cover, and set the transformation pivot to it.
Duplicate the plane & vertex, using only rotations about the 3D cursor to place it. (Planes will be the growth nodes) - E extrude the first central vertex and snap to other vertices in the now multi-plane object to create branches.
AltM merge vertices by proximity, and delete planes you do not wish to be growth nodes.
When done, this is your Base object.  Alt D make an instance of it to be the Component.

(The physical sphere is just there for illustration)

In the Tissue panel, hit 'Tessellate'
In the Tessalations Data region, 'Tissue' panel, you will be able to adjust the settings:

If the coordinates have been set correctly, you should wind up with something like the left example below. Delete faces and remove doubles again to get the one on the right.

Which gives you a spherical L-system topology to treat as you wish.


How to make original full-pass image from separate passes?

First I encourage you to use image layer instead of render layer, because otherwise you will have to render the scene each time you open up Blender. It could be quite disappointing for very complex scenes. For doing so you need to save your image with all the passes by using the OpenEXR Multilayer

Now for the exact recipe (as illustrated on old the blender manual)

Finally, I don't see the Diffuse and the glossy passes (D/I/C). You should check them before rendering as shown on this image

I hope this is helpful and Good luck!


The VSE current frame is the same as the current frame for the rest of blender, which is a property of the current scene.

It can be accessed with bpy.context.scene.frame_current and set with bpy.context.scene.frame_set(frameNumber).

The best way to figure out the Python code for a specific property is to find it in the interface and hover your cursor over it, which will reveal the python code. In this case you can hover your cursor over the frame values in a Timeline editor.


Artifacts come from shading issues.

First thing to check is to have something that is able to control which faces are shaded flat or smooth, for example the Edge Split modifier:

Better results could be achieved by controlling manually what edges will be splitted. In thdepicted case, the border of the subtracted suzanne is one edge that should appair hard. Select it and Mark as Sharp Edge will help the modifier in recognizing it.

Now the only artifacts that should be present are caused by the tris faces that surrond the border. Shading of tris doesn't look as good as shading from quads, expecially where there are a lot of them who are diverging from a common vertex and plenty of tiny faces along the border (a situation that always occurs whith boolean operations) and also after triangulating N-Gons made of non evenly spaced vertex along the perimeter.

Long, thin, tris (an in minor part quads too) don't have a good shading behaviour

To avoid such artifacts, you should work on the shape of the faces and the flows of edgeloops. You must aim to obtain what is called a "clean topology": the mesh should be composed by evenly-spaced mostly-quad faces.

It requires hard work, lot of paticience, probably you'll have to rebuild most of the mesh, but it is the only whay that guarantee a perfect shading.

Above you can see some guidelines of a possible retopology for the depicted case.


Yes. But use Vertex group for that as usual
You need two vertex groups: one for the base mesh (should be empty), and one for the cutter (should be filled).

The tricky part is that vertex groups merged not by name, but by its index. So the first vertex group of the first mesh will be merged with the first vertex group of the second mesh, the second vertex group will be merged with the second, etc... And it doesn't matter that names your vertex groups have.
Once you get the "combined" vertex group, set it to the Density setting


Shading artifacts after baking normal map

The green areas are where the baking rays have shot off the surface and penetrated an adjacent surface—which makes sense considering the divets in the lid. Try lowering your ray distance in your bake settings so they won’t shoot out so far and hit something else by mistake.


How to save curve shape of cylinder with such deform?

Try to avoid inset geometry on curved surfaces. Try something like this:


How to make an effect strip stay on screen in the video editor?

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


I don't know if this is the right way to do it but I'm happy with the result.

Enable volumetric in Eevee.
Add lights.
Create a cube and scale/position it accordingly.
add material nodes to the cube.
Animate the texture using keyframes to move the smoke.


If you only want to edit one object in the scene then for simplicity and safety I'd move that object to its own file, make a backup of that file, and link it into the overall scene file. Then start the render of the scene file from the command line and in a regular Blender instance edit the object in its own file.


No redraw after assigning new vertex position with python

If your running the script with the object in edit mode then you can use

# Note that bmesh is the module named bmesh, not an instance of a BMesh.
# me is an instance of Mesh, again, not an instance of a BMesh.
bmesh.update_edit_mesh(me)

If your running in object mode then you need something that will trigger an update, not sure if this is the best way but

bpy.context.scene.objects.active = bpy.context.scene.objects.active

triggers an update in the 3dview.


Currently there are no callbacks in bpy.app.handlers to catch these events. The api we have own isn't well suited to adding callbacks into 100's of operations which would be needed to support customizing the behavior of any tool.

Probably it would be better if we just have some way to update marker names built into Blender.


How to set Frame Range automatically to video length

Your problem - from a VSE point of view:

You want your End Frame Range to be set to your newly imported Footages length.
The solution:

While still hovering over the VSE view press PageUp.

Hover your mouse over your timeline and press E to match your End Frame with your Current frame. (Blenders Hotkeys are context sensitive)

Note:
Make sure, the function Use Preview Range is unchecked if you want your Scene Frame Range to be set accordingly for your final Render.

Further explanation regarding your situation:
You want to achieve this in the MCE directly. Which is possible via some Python code. But for a quick manual workaround just import your MCE Clip into a VSE via Add (Shift+A) - Clip - <Movie Clip Name> as it will produce the result you want in the MCE as well. The Frame Range used is the current Scene ones which is applied to both the VSE and the MCE. You could delete your VSE Strip of the MCE clip afterwards if you don't want it to be rendered out.


Using Relative (//file) paths, Make All Paths Relative doesn't work

How Relative paths work:

If you are working on COM 2
Your .blend file references paths on COM 2 relatively
If your same structure & content then exists over on COM 1

THEN:

When you copy your updated reference content & .blend from COM 2 over to COM 1, everything should work fine.

If what you are really doing is:

Working on a .blend over on COM 2, using all of your references from COM 1 as something like: //COM1/A/HDPE_Plastic_Texture_001.png

Then relative pathing will not work inherently.

To give you a sense of how you could get it to work, I will demonstrate a few use cases, and it should help you understand what you would need to do in your particular case.

Use Case #1 (The best case):

Your .blend exists at the root of COM 1

SOLUTION:

REPLACE: //COM1/A/HDPE_Plastic_Texture_001.png

WITH: ./A/HDPE_Plastic_Texture_001.png

Use Case #2:

Your .blend exists in a sub-folder of COM 1 - such as //COM1/B/myWorkingFile.blend

SOLUTION:

REPLACE: //COM1/A/HDPE_Plastic_Texture_001.png

WITH: ../A/HDPE_Plastic_Texture_001.png


Blender Python - exporting bone matrices for animation relative to parent

After a couple of days of frustration, I have been able to get skeletal animation working fine.

Here are the details:
1] Bind pose is obtained from bone.matrix_local

bone_matrix = bone.matrix_local
if pose_bone.parent:
    bone_matrix = bone.matrix_local.inverted() *   bone.matrix_local

2] Inverse bindpose also is obtained from bone.matrix_local. But this time it is not relative to parent bone.

offset_matrix = bone.matrix_local.copy().inverted()

3] Now the animation data is obtained from pose_bone.matrix as follows:

bone_matrix = pose_bone.matrix
if pose_bone.parent:
    bone_matrix = pose_bone.parent.matrix.inverted() * pose_bone.matrix

This code works fine for me.


How to make a mesh surface that looks like cubes stacked in the shape of a sphere?

One possible way to do this would be to use the 'Remesh' modifier. It has an option to turn the selected object into blocks, though specifying the exact amount of blocks may be a bit difficult.

Here I have a UV Sphere with a remesh modifier set to 'Blocks'. I also added a Subsurf modifier before it so that the surface is smoother for the remesh:

You can use the 'Octree Depth' property to increase the resolution, but it will get increasingly slow when increasing this number.


Poll Error -Finding the Right Context (2.8VSE)

Use API Methods

Similarly to https://blender.stackexchange.com/a/101129/15543 ditch the operator completely here and use API methods.  Sequences.new_effect()

import bpy

context = bpy.context
scene = context.scene
sed = scene.sequence_editor
sequences = sed.sequences
active_strip = sed.active_strip
if active_strip:

    color_strip = sequences.new_effect("Color", 'COLOR',
           active_strip.channel - 1,
           frame_start=active_strip.frame_start,
           frame_end=active_strip.frame_final_end)

    color_strip.color = (1, 0, 0)

    cross_strip = sequences.new_effect("Cross", 'CROSS',
           active_strip.channel + 1,
           frame_start=active_strip.frame_start,
           frame_end=active_strip.frame_final_end,
           seq1=active_strip,
           seq2=color_strip)
    cross_strip.blend_type = 'CROSS'
    cross_strip.blend_alpha = 0.5


How to create clipping mask using displacement map?

add a mix shader between the material output and the principled shader. add a transparent shader, and plug it into the other input of the mix shader. take your the map you want to act as a mask, and plug it into the factor input of the mix shader.

I hope this helps, and please comment if you need more info.


Metaball-style merge effect on two modelled and realistically textured human heads possible?

Combining the meshes with the Boolean modifier and then smoothing out the result is an idea worth exploring. Example:

Settings:

If the two faces have very different shapes, you could use a shape key to morph both faces into something in between, so that they blend more nicely.
You can also use additional boolean modifiers if you want to ensure that the merging faces don't pass "through" each other (i.e. if you don't want the moving monkey's right ear to be visible near the end of the animation, you could "mask" it out with another Boolean intersection modifier).

keyframing the skin meshes towards each other in a stretching fashion

You can also add various distorting modifiers before the boolean merge to achieve the magnetic stretching effect you describe (e.g. with a Lattice modifier or similar).
Challenges
While the basics of this technique are easy to implement, you might run into difficulties if you want a more complex animation:

This technique forces you to use a smoothing modifier, which might be undesirable. However, you could fade it in as part of the effect and fade it out when the animation is complete.
The faces need to be single, non-self-intersecting objects. This means that you would most likely have to deal with other components, such as eyes, individually. (In the example above, I modified the Suzanne model so that the eyes are connected components).
UV texture coordinates will be unusable due to the boolean modifier. I can suggest either texturing your model procedurally, or rendering another version of the animation with textures, but without the merging effect and then combining these two renders during compositing.


Textures disappear in BGE Playmode, but colliders are still there?

I could not find the cause of the problem, but simply replacing the material with a new one worked, even if all the settings are tha same as the previous material.


How to avoid accidentally relocating the 3d-cursor?

I saw the same question with solution from a long time ago:
http://blenderartists.org/forum/archive/index.php/t-236492.html

I went to the user preferences and switched "Set 3d cursor" from "LMB" to "Shift + LMB".
Now I can no longer accidentally move it.


Cloth Simulation : Self collision results in cloth "exploding"

A POSSIBLE WORK AROUND (that at least worked for me):

Scale up everything, then apply the transformation (CTRL+A > all transforms)

Sometimes cloth simulations in Blender results in error with too small meshes.

Hope this may help.

G


The function def loadFromFile(context, filename, isFullFilepath=True) assumes that there is a camera in your scene. It tries to retrieve it, but doesn't check if the returned value is None:

scene  = bpy.context.scene
camera = scene.camera

Later it assigns a location to the camera, which fails when there is no camera in the scene. This causes the exception in line 4337 that you're seeing.

camera.location = mathutils.Vector((6.5, -6.5, 4.75))

You can solve the problem by adding a camera to your scene and setting it as active camera. This issue has been fixed in the 2.80 version of the add-on.


Settings to fill an open container with objects

You can use rigid body physics to do this, make sure of the following:

All modifiers that you want to affect the simulation are applied

The jar has thickness

The jar is set to Mesh collision type to allow objects inside of it

You may also want to enable Split impulse in Scene > Rigid body world to prevent intersecting objects flying apart at high speed.

To arrange the thimble objects above the jar you could use the Randomize Transform tool (Space> Randomize Transform)
Once you have simulated the objects falling into the container and you want to remove the physics but keep the location/rotation for a specific frame, you can do this by:

Select the objects you want to bake into posistion

Press Bake to keyframes in 3D view > Tool shelf (N) > Rigid body tools and set the Start and End frames to the frame you want to keep:

Press OK. This will remove the rigid body physics settings from all selected objects, and add a single keyframe on the specified frame.

You can then remove this keyframe (AltI).

Result:


How do I overlay a lightmap image on another texture?

A solution is to combine the baked AO texture with your texture using nodes.

Make a copy of your initial object (on the picture the original is white on the left and the copy is yellow on the right)
Assign a new material to the copy
Select the copy and open the node editor (bottom part here)
Add two textures : the baked one and yours (here i just used a full yellow texture)
Add a MixRGB color operator and set it to "multiply"
Connect them all as done on the picture

The result is shown on the top (in rendered mode)

Edit :

An alternative/better way in order to be closer to the original colors. It is using darken (MixRGB node) with a grey color (0.250). The darken effect is moderated by the inverted AOBacked texture.

Edit : for Blender Internal Render (same principle)


Is there a python plug in that can export Blender rendering data to a CSV File

You can read the information from metadata written into the image (check what metadata to save in Metadata tab inside Render panel):

import os

string = ""
with open("PATH_TO_IMAGE", "rb") as file:
    byte = file.read(1)
    while byte and string[-4:] != "IDAT":
        char = byte.decode('utf-8', 'ignore')
        if char.isprintable():
            string += char
        byte = file.read(1)
file.close()

render_time_pos = string.find("RenderTime")
if render_time_pos > 0:
    time_string = ""
    i = render_time_pos + 10
    while (string[i].isdigit() or string[i] in ":") and i < len(string):
        time_string += string[i]
        i += 1
    times = [int(i) for i in time_string.split(':')]
    times.reverse()
    print("frame took %02d sec" % sum([a*b for a,b in zip(times,[1,60,3600])]))
else:
    print("render time metadata not found")


Why does Boolean difference add material to this mesh?

Seems to be an issue with the "Carve" Solver. When I switch to "BMesh" in Blender 2.79b, it seems to produce the correct output. Thank you for providing ideas!


OSM skillion roof with bmesh... need an alternative to ray_cast

Finding the intersection between a plane and a line could be done using the mathutils module. There are a few nice functions in there, the most interesting one for you is mathutils.geometry.intersect_line_plane(). It basically takes four arguments, all of them Vectors, describing the setup as follows:

mathutils.geometry.intersect_line_plane(VecLineStart, VecLineEnd, VecPlaneOrigin, VecPlaneNormal)

it returns either the intersection point or None (if line and Plane are parallel).

Example:

x = mathutils.geometry.intersect_line_plane((0,0,0), (0,1,0), (0.33, 1.12, 2.44), (0,1,0))

gives you

Vector((0.0, 1.1200000047683716, 0.0))

which is the Intersection Point between the line from (0,0,0) to (0,1,0) - extended to infinity - and the plane defined by the origin at (0.33, 1.12, 2.44) with its normal pointing at (0,1,0).

More info can be found in the API docs here: https://www.blender.org/api/blender_python_api_2_78_release/mathutils.geometry.html?highlight=mathutils.geometry#mathutils.geometry.intersect_line_plane


The main trick with many rigidbody constraints is getting the constraint's empty aligned the way you want. Though before aligning anything, me must first create something to align:

Create a constraint

If you haven't already, add rigid body physics to your objects via 3D view > Tool Shelf (N) > Physics. Active objects will move, Passive objects won't.
Create a constraint between the objects by selecting them and clicking 3D view > Tool Shelf (T) > Physics > Constraints > Connect. This will create an empty with a rigid body constraint connecting the selected objects (for more advanced applications, this can be used on more than two objects at once).
In the redo menu, select Motor as the constraint type.
Select the newly created empty, and rotate it so its local X axis is aligned with the axis you want the motor to rotate around.
Enable Angular Motor in Properties > Physics

Now our the gear should rotate when we play the simulation:

Well, it did rotate, but it also fell down. To prevent that, we'll have to use a second constraint to actually attach it to the cylinder.

Use multiple constraints together

Add a second constraint by again following the steps above, but this time pick Hinge for the constraint type and rotate the hinge empty so that its local Z axis is aligned with the axis of rotation.
don't ask me why one is X and one is Z..

Once you get the correct empties oriented the right ways, your gear should now behave like this:

Apply the same process for a slider

The process for a motorized slider is very similar, but this time you'll want a Motor constraint set to Linear Motor instead of Angular Motor, and a Slider constraint instead of a Hinge constraint. This time both constraint empties should have their local X axes aligned with the axis along which the cube should slide.

Once you have this set up, try enabling and adjusting the Lower Upper limits on the hinge constraint. These control how far the cube is allowed to slide (in blender units).

If you want the cube to slide back and forth (or do anything besides move in one direction at a constant rate), you can drive or animate the Target Velocity of the linear motor constraint:


Is it possible to hide an array individual instance whitout applying the modifier?

If the array modifier isn't to be 'Applied' your best solution would probably be a straight out case of masking.
.
The clips above are using masks which enclose both (hidden) monkeys entirely so they won't be seen from any angle.  If the cam is to be stationary however, a flat plane mask in front of each monkey should do.
Masking is a subject all it's own and beyond the scope of this question, but basically a mask is a flat plane or a cube or any object that will cut a hole into any part of the scene.
In our example monkeys 2 & 5 plus the green ground plane that's underneath and behind them will be cut out of the rendered output.
To replace the green ground plane you use the same camera to render a separate video of the ground only. (the monkey array and masks are temporarily removed or hidden)
A single frame would be all that's necessary when the cam is stationary)
Make sure to use the same codec for each render.
Both rendered outputs, the one with the holes and the one with just the ground, are rendered using (preferably) LOSSLESS video and those clips mixed in the VSE.  The holed version must contain an alpha layer so the holes will be transparent, not black.
Rendering to a .png image sequence with an alpha layer is one option and it's default 15% compression still works quite well.
The ground plane version is laid into the VSE's bottom strip and the holed version above that.  Set the latter's properties  to "Alpha Over". (press N)
When mixed and rendered, the holes will allow the underlay (the ground plane version) to show through and there'll be no monkeys.
The same is done for the shadows.  They appear on the original ground plane but won't be in the ground-plane-only version so when the masks are switched on, they'll disappear also.
A flat plane mask just above the ground is all they'll need.
Switching the masks on and off in the Outliner will switch the holes on and off.  When on, the two monkeys and shadows will be cut out and disappear.


use same smoke cache in multiple domains

I think any instancer can do this job. Like ...

with Particle System

bake a few diferent Smoke Domains and Group them (Ctrl+G)
add Plane, assign a new Particle System to it
in Particle Properties set Physics=None, Render=DupliGroup
(if you need manually position instances, let emit from vertices)

with Duplivert

add a Plane, subdivide it
select baked Smoke Domain, then select plane and Parent them (Ctrl+P)
then with plane selected, go to Object Properties > Duplicates and choose "Verts" (keep domain in the same layer as plane)

Disadvantage of dupliverts is - you will have to repeat this process for each baked domain

Advantage - you have precise control over WHAT type of domain and where this specific type of instance (domain) will appear in a scene.


How to display Cycles procedural materials in viewport?

I fix it by enable node wrangler add ons. I use internal VGA.


A possibility is to set a copy location to the big cylinder with the small one as target. This copy is set on Z only and the space is set to local.

So the big cylinder does not follow a path here, but follows the Z of the small one.


Does Blender 2.8 have a working import-export plugin for After Effects?

You should not use Blender 2.8 for production until it is realeased. It is not stable yet and you may lose your work if you do.

Other than that, the add-on does not seem to contain anything that is changed in the bpy API from the first glance(I might be wrong), so you could try to just find the add-on's file
[Blender 2.80 install location]\2.80\scripts\addons\io_export_after_effects.py and change it with a text editor. If you changed the 27th line from version 2.79 to version 2.80, you would be telling Blender that it's fine to register it:

...
bl_info = {
    "name": "Export: Adobe After Effects (.jsx)",
    "description": "Export cameras, selected objects & camera solution "
        "3D Markers to Adobe After Effects CS3 and above",
    "author": "Bartek Skorupa",
    "version": (0, 65),
    "blender": (2, 80, 0), # <- here (2, 80, 0) instead of (2, 79, 0)
    "location": "File > Export > Adobe After Effects (.jsx)",
    "warning": "",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/Import-Export/Adobe_After_Effects",
    "category": "Import-Export",
}
...

I don't know if that is going to work or function as intended, but looking at the code it seems it could.

I would like to state it strongly that I do not recommend to do so and I do not reccommend to use Blender 2.8 for any production, because it is not finished yet and it may corrupt your saved files. It might not be a bad idea to carry on doing it as you do now, so you allways have a backup saved in 2.79.


Playing Animation before Rendering neccessary?

Yes, you must. Simulation and animation is not the same. You must bake simulations before rendering. I highly recommnend using bake button in simulation properties instead play animation button in timeline.


Why my object size has changed while appending?

The problem is solved. It appeared to be my mistake. When I complete the scene, I resized everything to make them fit in my view of camera because they were huge (the board's size was 48 Blender Units and the whole grid is 10 Blender Units as far as I know). So the newly appended objects were in correct size but every other object in my scene was too small compared to their original size.

... and didn't touch their size ...

Well... I think this doesn't count because I didn't resize them individually so I don't remember it while asking the question :D


Environment texture for background does not show up in node editor

You can select world materials in the Node editor by pressing the world icon in the header:

The cube icon will switch back to showing object materials.


Too Dark When Rendering - No Light At All

With the sun you have added to your scene should be enough to at least see your scene lit. The thing is that you have it turned off on the viewport. Turn it on by clicking the eye icon right next to it in the Outliner.


Contextually grey out panel element in python 2.8

Set UILayout.enabled

  UILayout.enabled

  When false, this (sub)layout is grayed out

eg enable subrow in a row if context object has rigid body settings

row = self.layout.row()
sub = row.row()
sub.enabled = context.object.rigidbody is not None
sub.prop(foo, "bar")

Note that context is passed as an argument to draw methods.  Get out of the, IMO, bad habit of always addressing from bpy ie if in a draw method def draw(self, context): use context in method code not bpy.context.

The poll method works on a per Panel or Menu or Operator class et al case.  The following will ensure FooPanel only draws when there is a context object.

class FooPanel(bpy.types.Panel):

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

panels that don't poll don't show. Operators are disabled if in layout but don't poll.  It is important to have a  poll method in most cases.

Re versions, both layout enabled and poll method are avalable in all versions >= 2.50.


How to selectively blur specific objects without affecting others?

If you have objects on one render layer, there is only one useful method: using Object ID or Material ID.

Set a number more than 0 in material settings:

or in object data:

And on object Index/material Index pass in render layer:

You can use this pass by ID mask node. Index in node settings must by equal to number entered before in object or material settings.


Python Scale UV islands by individual origins

you must select all uv island before scale it:
import bpy
scale_length= 0.5
scale_width = 0.7

original_type = bpy.context.area.ui_type
bpy.context.area.ui_type = 'UV'
bpy.ops.uv.select_all(action='SELECT')
bpy.context.space_data.pivot_point = 'INDIVIDUAL_ORIGINS'
bpy.ops.transform.resize(value=(scale_length, scale_width, 1))

bpy.context.area.ui_type = original_type


You can select the vertices you want and duplicate them.  Right click to send them back to their original position.  Then press P and select Separate by selection.

Go back to object mode and select your new object.
If your selection has any faces, enter edit mode and delete only faces.

At this point you have a circle, or a loop, or maybe just a line of vertices.  You're now able to convert this to a curve from Object mode.

You can give this some bevel depth.

And then apply a shader.  For example, volumetric emission.


(Blender Game Engine) Walk and Run cycle sound problems

Analyse

Your setup is not exclusive.

This means you can (and do) activate both actuators at the same time. This happens as both are listening to the same keyboard key W. The only difference is the key modifier Left Shift.

Logical Condition - method

You need to exclude the key of the opposite operation when triggering the first operation.

You can do that with an additional keyboard sensor listening to Left Shift as well, but inverting the output [Invert].

This way the logic will be:

W + not Left Shift -> first actuator
W + Left Shift -> second actuator

Due to the exclusive conditions the actuators will run exclusive too.

State - method

A better implementation is to use the build-in state machine. This way the operations are guarantied exclusive. You can even use the same key to toggle between walking and running.
Example:

State 1: waiting

State 2: walking

State 3: running

waiting: when W -> walking
walking: when not W -> waiting
waiting: when Shift -> running
walking: when not W -> waiting
waiting: when not Shift -> walking


How to create actions that animate texture uv offsets?

I created a simple .blend file using Blender Render (BI) and put a texture on the default cube and animated the offset X of the texture.  I set the viewport to Material (between Texture and Render).

While the Material view shows me the texture, and is updated if I alter the Offset X manually, it utterly fails to draw correctly when that Offset X is altered by the animation system.

I am inclined to say this is a bug in blender, and you are mildly doomed.  I say mildly, because when I change the viewport scheme from Material to Render, then I can click around in the timeline and it updates the view correctly.  Unforunately, that version of the view is incapable of animating on my laptop (and maybe all computers).

As for the dope sheet, it only shows keyframes for the ACTIVE action.  Once you have "encapsulated" the keyframes (probably using the double chevron in the NLA editor) that action is now a strip and you have to select it and Tab into it to make it the active action.  It is also important to remember that these keyframes are in the action on your MATERIAL datablock, not your object datablock.


trying to add an image to the face of an object

Assuming the dimensions of the face match the dimensions of the image (to prevent stretching) and also assuming you're using cycles render, simply

With the cube selected, press tab to enter edit mode
Press "u" and select smart UV project. Make sure you have the faces selected.
(keep settings the same, just click "ok")
Head on over to the UV image editor
Make sure you're still in edit mode, and you will see the faces unwrapped
on the image editor like this:
Now add your image by clicking "open" at the bottom left and find your image
Rescale the face to fit the image by selecting it (yours will have an image):

In the materials tab, click "use nodes" and on the color, click the dot next to the color and select "image texture"
Open image
and you're done.
Here's an example :

Here is the material tab:

When you click the dot, select image texture:

If the UV unwrapping worked out, it should appear in rendered view
(note: it will not appear in solid viewport; switch to rendered or texture)


how can I benefit from blender python API documentation?

The most common way or method to know how to use it is actually try it. Thanks for the Python interactive console, we can do that easily with auto-complete (Tab). And for most of the function, it will provide some basic information defined in function itself (basically a tooltip). Which will showed at autocomplete phase:

And for the rest of it, you might need to try it yourself to know how these collection, object, mesh, vector are stored(and link) in Blender. The you can roughly guess how you link a new object to a specified collection, by experience.

Also, there is some code snippet for handy function in Blender Manual as well. You might find something that you want or some workaround solution. Then you follow those code to help you complete your task.

Yes, it will be very frustrate to learn the structure in Blender and all other application. And if you are not familiar in "Python Class", you really should to learn about it at first. It should help you to understand Blender Python in every aspect.


I had a need for something like this sometime back and as far as I know there is no way of doing this in Blender yet.

What I did was create and name some empties and then just parented the objects to it. To reduce clutter, you can keep the empties on a garbage layer and also reduce their size or disable relationship lines. Empties and their relationships to the child objects won't affect anything and you get to toggle the different 'groups' as needed.


How do I auto normalize in grease pencil weight painting

The checkbox is located under the brush settings.

Also look at the manual page:

  Auto Normalize

  Ensures that all deforming vertex groups add up to one while painting. When this option is turned off, then all weights of a vertex
  can have any value between 0.0 and 1.0. However, when Vertex Groups
  are used as Deform Groups for character animation then Blender always
  interprets the weight values relative to each other. That is, Blender
  always does a normalization over all deform bones. Hence in practice
  it is not necessary to maintain a strict normalization and further
  normalizing weights should not affect animation at all.

  This option works most intuitively when used to maintain normalization while painting on top of weights that are already
  normalized with some other tool.


Is there a way to make particles behave like rigid body objects?

[Is] there a way to copy rigid body attributes to many objects?

Copy Rigid Body Settings sounds like it might do the trick. Select all the objects, then select the one with the correct settings last (make it the active object). Then, press Space> Copy Rigid Body Settings, or select Copy from Others from the Object Mode toolbox under Rigid Body Tools.

EDIT: You can also use the Copy to Selected function of the right-click menu to copy any property from the active object to all selected objects; for example:

To do it natively: if there is a way, I can't find it. I've tried Particle Instance modifier with rigid body instances, Size Deflect option, duplication, hooks… nada. Do post if you find a “cleaner” way to do it.


Why are the textures bigger when rendered than they appear in the 3D view?

The problem was with the UV-maps: you were resizing UVMAP.001 but the active for rendering was UVMAP. You just need to deactivate UVMAP and activate UVMAP.001 for rendering (it's the small camera next to the name)


Given that this is a site dedicated to Blender 3D, I suspect that the questions is "Are these kinds of animations doable in blender?"

If so, the answer is yes.

You might want to do a google search for tutorials on "Non Photorealistic Rendering in Blender" (Or "NPR rendering") and "Blender Freestyle"

Tire Bike by Pro Creaciones. CC BY

  Freestyle is an edge- and line-based non-photorealistic (NPR) rendering engine. It relies on mesh data and z-depth information to draw lines on selected edge types. Various line styles can be added to produce artistic (“hand drawn”, “painted”, etc.) or technical (hard line) looks.

Here are some links that illustrate some of the possible uses for freesyle:

https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/FreeStyle#Freestyle_Artwork_Showcase

To get started Read this link to the blender manual


Relation between BI and Cycles lamp energy/emission values?

Cycles is a physically based renderer, whereas Blender internal is not (it is a rasterizer I think), the two are fundamentally different, and hence no real relationship can be established between them.

Lamps in Cycles physically accurate, emission node intensity is specified as power in Watts, according to the manual, the exception being the sun lamp, which uses a power per area notation instead, as in Watts/m2, as stated in the previous link.

Blender Internal Render lamps are specified as an energy value from 0.0 to 10.0, which has no immediate real world physical connection, as far as I know.

While it is probably possible to establish some sort of "visual correspondence" between two lamps using an equivalent scene as reference, it is probably hard to establish any sort of mathematically correct one.

From there lamp power will likely progress linearly for both cases, so changing one for X units will probably have a similar effect in both scenes, so it may be possible to establish some sort of directly proportional relationship between the two.

As Cegaton mentions, other than that film settings like exposure, and color management and post processing will also have a noticeable impact in scene lighting.


My mesh's automatically deformed in the viewport after aplying a new material to some faces of it

while I can't do much without access to the .blend file, from viewing the screenshot it does seem that the strange interior geometry isn't part of the cup object (if it were, it would have edge lines on it since you are in edit mode). I would try leaving edit mode and trying to select it to see if it is a different model. If it is part of the cup, I would try recalculating the cup's normals by pressing "A" to select all faces, then "Alt + N", then selecting "Recalculate Outside" or "Set from Faces".

I would also check the modifiers tab on the cup and see if you have any displacement or other modifiers which could be causing the effect.


How to increase camera frames view area?

To make the camera view fit the window press the Home key
(This works even when the camera is in locked to view mode).

If the camera is not locked to view, using the mouse scroll wheel (Or Numpad + and  Numpad - or Ctrl+ and Ctrl-) will make the camera view larger (or smaller) on the screen.


Blender fluid sim only shows particles and cannot show the fluid as a solid or a mesh

Make sure to scroll down in fluid domain settings and check the mesh option. If you have the fluid baked, there should be an option "Bake Mesh". This will bake the mesh around the fluid particles and then you should be able to shade it from there. Let me know if you have any questions!


I see 2 solutions for your problem:
If you want to apply your modifiers, you can extrude your plane to a big cube (bigger than the cube you want to imprint). Apply the boolean modifier, and delete the extruded faces.

If you want to keep your modifiers, you will have to create some thickness.
Start with a slightly bigger cube you will add (modifier -> boolean -> union operation), then difference boolean with a  modified cube (with larger part over your plane to cut the upper part of the initial cube, and dig in your plane).


Is there a way to shrink-wrap only a section of a mesh?

You can add to Vertex Group part of the mesh that should be affected by Shrinkwrap modifier, then choose this group in the modifier itself.


In Animation Nodes how can I have an integer value increase from 0 to 100 and back to 0? (0 -> 100 -> 0)

There are two ways to do this, the mathematical way, and the simple method of using an linear mirror interpolation which I will describe here:

In that case, it will start at zero, start increasing till it reach 100 at half the duration, and then start decreasing till it reach zero again at the full duration.


how to copy one gpencil layer from one scene to another scene in the same blender file?

Try this:

In 3d-view change mode to Edit Strokes:

Then select strokes (for example using A, C or B), then Ctrl+C.

Then move to different scene  create a new layer, set mode to  Edit Strokes and press Ctrl+V.


Keep bottom pointed objects from falling over in Blender Game Engine

You can use the logic node editor like this on each stump:

Explanation:
At start (Delay node without repeat, Delay = 0) you suspend dynamics (Edit object/Dynamics/Suspend Dynamics)

Then set up a collision node. You must specify the same property for it and the colliding objects! It will activate the restore dynamics and set mass actuators.

So Blender will not calculate dynamics for your stumps until collision. It is a very good performance optimization too. So recommended technique for larger games.


Texture of an object unexpectedly stretched

You have to UV unwrap it. Enter Edit mode, select the face, hit U, unwrap, this should fix the stretching.

Basically your texture is not correctly 'mapped' to your geometry. For a square face you want it to be square in UV space as well, here it most likely more of a rectangular shape.

Edit:
Your textures coordinates weren't correctly UV mapped, textures were projected based on your object bounding box (it's called 'generated', that's what blender does by default since it doesn't know how you want to project your textures). This is why you need to unwrap the face as described earlier and make sure you feed your noise textures vector inputs with proper data like so:


What is this map, and how would I use it?

It looks like a regular normal map to me, which is used to add texture to a surface without changing the actual geometry. A normal map contains surface angle information, and a bump map contains surface height information.

Here is a good article on normal maps: https://cgcookie.com/articles/normal-vs-displacement-mapping-why-games-use-normals

And here is a screenshot of a simple node setup for a normal map and what it looks like rendered on a simple plane with a point light in Eevee. I hope this helps!


I believe that image option and override was used only for blender internal rendering.
2.8 does not have that render engine any more, so there is no need for those options in the modifier.

The  functions didn't have any effect in cycles. The images have to be part of the textures connected to shaders.

Read the answer and the comments on the link.

Image setting in UV Project Modifier


Why is Blender so popular for 3D printing?

(Sorry if this is more of a comment, I can not comment on questions as of yet.) Well there is of course the obvious: Blender has a bundled addon called "3D Printing Toolbox" which lets you easily check for errors (non-manifold edges, faces too small to be accurately printed, overhangs, intersections) and measure statistics (area, volume, dimensions).

Go to file --> user preferences --> addons --> type : 3d print --> check the 3d printing toolbox


Do you still need to manipulate vertices? If not you could just use edge/face mode, keys 2 and 3?
Seems too simple to be the answer!


Rendering and lighting issues in blender eevee under linux

Graphics cards from the Radeon HD 6000 series are not supported, since they use the old TeraScale 2 architecture. Blender 2.8x requires GCN first generation or later when using AMD GPUs.

Supported Graphics Cards
These requirements are for basic Blender operation, rendering using the GPU requires slightly different requirements. Always make sure to install the latest drivers from the graphics card manufacturer website.

NVIDIA: GeForce 200 and newer, Quadro Tesla architecture and newer, with NVIDIA drivers (list of all GeForce and Quadro GPUs)
AMD: GCN 1st gen and newer (list of all AMD GPUs)
Intel: Haswell and newer (list of all Intel GPUs)
macOS: version 10.12 or newer with supported hardware


Why does the top fade out earlier than the bottom in this scene?

Connecting different socket types is generally a bad idea. In this case you have the Object coordinates (a Vector - as indicated by the blue socket) connected to the scalar Value input of a Multiply Math node. This will automatically convert from the vector into a scalar (ie, a plain number) by averaging each of the X,Y,Z values of the vector together - not what you want. Instead, replace the Multiply node with a Separate XYZ node and then use whichever of the X, Y, Z outputs matches your requirements (probably X as indicated in the comments).


The Eevee "Contact Shadows" setting may help.  With the rendering engine set to Eevee, go to the light parameters for the light source casting the shadow.  There will be a "Shadow -> Contact Shadows" checkbox you can turn on, plus some settings you may need to adjust to get a good merge between the contact shadow and the other shadows.
Here's an example, with and without contact shadows turned on:
No contact:

With contact:


How do I motion track a person and control an armature?

Check out the camera tracking capability. The tutorials (e.g. from Blender Guru) use it to track camera motion, but you could try and attach your rig to the tracked objects.

Haven't tried it myself.


how can I render Smoke&fire in Cycles 2.79?

Firstly. Your nodes:

This setup is by no means perfect but it should work. Attach it to your smoke simulation domain.

If that doesn't work, try placing down a single circle, filled. Go to:

Objects --> Quick Effects --> Quick Smoke.

Play animation...

If you render and it works, then there is something wrong with your nodes/object. I recommend trying to recreate your previous attempt.
As annoying as it may seem, you should have a better idea on how to recreate it and will replicate it faster.

If it doesn't work there may be something you have changed in your render settings. Try doing the Quick Smoke method on a new document and see if it works. I still have much learn about blender myself so I can't help you there, sorry.
There shouldn't be any issues with GPU rendering in 2.79.

Good luck, Hope I helped,

BFB


Freestyle Line Flickers in Animation - How to Control?

I had the same problem and my solution was to turn every options in the Freestyle line set panel off except the first 3(silhouette, border contour). These settings have the least flicker problem and remain consistent through the shot.


In the game engine why do variables link clists from globalDict instead of copying them?

this_is_a_list = [0,1,2,3,4]
this_points_to_the_same_data = this_is_a_list
this_copies_an_item_from_the_list = this_is_a_list[1]

A list (or array, dictionary, object...) is a composite type that may contain thousands of items and could consume a GB of ram, assigning a composite type to a new variable only assigns a value that points to the same data as the original variable. You need to manually copy the entire item if that is what you desire.

It may also help to understand that this_is_a_list is only a pointer or reference to where the data is stored in ram, the [] is used to specify which part of the ram used by the object you wish to read. So using = is assigning the same reference to the new variable.

This is mostly a performance decision (it is the way python works not just blender), a single number consumes a similar amount (dependant on the number and 32/64 bit system being used) of ram as a pointer to a large composite data type. These values can easily be passed between functions within the cpu without any performance penalty. Copying an entire compound data type can consume large amounts of ram and take seconds to copy, so is not performed unless you specifically want to copy the entire thing.

To get a full copy you can use copy()

this_copies_the_entire_list = this_is_a_list.copy()

copy() is useful as it can be used for lists and dictionaries. For lists you can also copy them with blist = alist[:] or blist = [x for x in alist] which also allows you to add an if test to copy part of the list.


How to fill vertices that have been traced with color

I presume you have been creating points connected by edges, but have not created any faces.

Select the points (vertices) you want to connect and press F (to create a face). You can then assign a material to it and have that material be of any color of your choosing.

As a matter of precaution try not to create faces connected to more than 4 vertices.

Vertices and edges are not visible when rendered and cannot have materials, but faces can.


Try in the Object properties panel under 'Instancing', that seems to work as expected.


OK, I found out, because I copied It from another resolution Model, I unusually had a different Material set for this specific parts, so it wouldn't choose the right texture image. I deletet all the materials and made a new one now it works.


Boolean Modifier removing parts of my object

From the way you've set up the boolean modifier, I gather you're attempting to stamp a grid pattern into the front of the text, like this?

If that's not the result you're after, then could you clarify what you're trying to achieve?

If that is the desired result, then it's hard to say exactly what is causing the result you're getting without poking around in the .blend.
Since you already tried the two most common culprits, The next general fix I'd try is sticking a remesh modifier on the text (above the boolean modifier). This will generate a new mesh resembling input, hopefully correcting any non-manifold geometry.


How can i cover a space between a path i drew?

Go into the curve settings and choose 2D.


How can I enable mp4/h264 as an output option in Fedora Linux?

For those of you landing here from google, it seems that the fedora packaged blender does not have ffmpeg support compiled in. As a workaround, you can always do as @UncleSnail suggested and use the buildbot precompile and run it on its own. If you know of an rpm offering of blender that has ffmpeg support, please feel free to edit this answer, or post as a comment and I will edit it.

EDIT:

I went at this a bit and created a simple RPM .spec file for those interested in packaging the 2.76 precompiled blender tarballs from blender builder.

Modify as needed. Standard disclaimers, ie, use at your own risk.

And please let me know if you find this useful.

# INSTRUCTIONS:
# extract your tarball, then:
# ln -s /path/to/blender-2.76-1e58af0-linux-glibc211-i686 ~/rpmbuild/BUILD/
#  (or just extract to ~/rpmbuild/BUILD/)
# rpmbuild -bb /path/to/blender.spec

# RESULTS:
# -the rpm installs your new blender installation in /opt/blender_2.76/
# -and drops a symlink pointing to the blender executable in /usr/bin/blender_2.76
#   so you can just run $ blender_2.76
# -this installs a package called "blender_full", I'm not sure how to get it to install
#   without conflict if there's another blender installed

Name:          blender_full
# make sure there are no spaces in the version, as this will be used to create the path
Version:       2.76
Release:       buildbot
Summary:       A fully functional 3D modeling/rendering/animation package
License:       GPLv2+
Group:         Graphics/3D
Distribution:  Fedora Project
URL:           http://www.blender.org/

%define _blender_tarball    blender-2.76-a529ad9-linux-glibc211-i686.tar.bz2
Source0:       https://builder.blender.org/download/%{_blender_tarball}
# Source0:  http://download.blender.org/source/%{name}-%{version}.tar.gz

Vendor:        Blender
Packager:      Blender builder
BuildArch:     i686

# otherwise, it will decide it is providing libGL.so.1  libGLU.so.1, which it technically isn't:
AutoReqProv: no

#Provides:      blender_%{version}
Requires:      libc.so.6(GLIBC_2.11)

# otherwise, it will try to strip our binaries:
%global __os_install_post %{nil}

%define _blender_install_dir    opt
%define _blender_install_path   /%{_blender_install_dir}/blender_%{version}

%description
Blender is the in-house software of a high quality animation studio.
It has proven to be an extremely fast and versatile design instrument.
The software has a personal touch, offering a unique approach to the
world of three dimensions. Blender can be used to create TV
commercials, to make technical visualizations or business graphics, to
do some morphing, or to design user interfaces. Developers can easily
build and manage complex environments. The renderer is versatile and
extremely fast. All basic animation principles (curves and keys) are
implemented.

This is the self-contained buildbot release. This means it only
(basically) depends on GLIBC 2.11, and that it will install in /opt
by default.

%files

%changelog
* Wed Feb 20 2016 insaner (insaner.com)
- first version of simple spec file

%install

rm -rf  %{_blender_install_dir}
mkdir -p  %{buildroot}%{_blender_install_path}
mkdir -p  %{buildroot}%{_bindir}
ln -s %{_blender_install_path}/blender %{buildroot}%{_bindir}/blender_%{version}
cp -a */* %{buildroot}%{_blender_install_path}

%files
/*


How to prevent memory leakage in Blender?

There is an easy way to get rid of memory leakage issue by resetting everything to factory setting by the following:

bpy.ops.wm.read_factory_settings(use_empty=True)

However, if you want to keep your current settings you can remove the unneeded data blocks manually. For instance, after you remove the meshes/objects in your scene you can execute the following code to remove all the unused blocks that were assigned to those meshes/objects:

for block in bpy.data.meshes:
    if block.users == 0:
        bpy.data.meshes.remove(block)

for block in bpy.data.materials:
    if block.users == 0:
        bpy.data.materials.remove(block)

for block in bpy.data.textures:
    if block.users == 0:
        bpy.data.textures.remove(block)

for block in bpy.data.images:
    if block.users == 0:
        bpy.data.images.remove(block)

IMPORTANT NOTE: It looks like that there is some dependencies between some data blocks such as mesh, texture, image and materials. If you do not remove the data blocks on the highest level of the hierarchy, you will not be able to remove other data blocks or you have to take the risk and remove data blocks with users more than 0. So make sure you use the code above in the following order to remove data blocks. This way you can remove all unlinked (users == 0) data blocks:

remove meshes --> remove materials --> remove textures --> remove images

The followings also have data blocks:

bpy.data.curves
bpy.data.lamps
bpy.data.cameras


2D hack using 3D, Maybe? Your Thoughts required

You can.  You could, for example, adopt the view of your camera, relative to the object, select all faces with a big box select, select invert, and delete.  You'll probably need to copy normals from an original copy of your mesh for your new border verts.
Note that this saves you vert count, which saves you performance on the vertex transform part of rendering, where each vertex is transformed from object space to camera space.  But it doesn't really do much (anything?) for fill rate, the actual drawing of faces on the screen, because by default, backfaces will be ignored by your GPU anyways-- they'll get "culled" at an early point in the rendering pipeline.
Vertex transformation is what keeps Counterstrike under 300fps even with a very modern computer at a very low resolution.  Fill rate is what makes a game get slower as you increase the resolution.  They tend to operate roughly in parallel-- that is, if your performance is limited by your fill rate, because you're rendering 30 screen-sized fog planes at 4k, reducing the number of vertices you need to transform isn't going to do much to improve your framerate.
Also, be aware that it's not only the camera that determines which parts of a model you need to expose to the rendering engine.  Faces can be invisible to the camera, but visible to shadowing lights, which means hidden faces can cast shadows on visible faces.  There are other rendering techniques, like mirror planes, that also render from different perspectives.
If you have a fixed camera relative to your objects, both angle and field of view, and all shadowing lights are fixed relative to your objects, and your objects are well-spaced from each other, then you can go one step further, which is to just render your objects and draw them on planes.  If you render a heightmap and a normal map as well as color, and a heightmap from the perspective of your shadowing light(s), you can use these to calculate 3D effects like specular lighting and shadow buffers.
Realistically, that's difficult to do with even a single shadowing light, as if your objects are locked to a single position relative to both your light and camera, they're locked to a single position relative to each other as well.  But without any shadowing lights, and the use of an orthographic camera, or by accepting some error, it's doable.


why do i get those weird black spots on a baked roughness map?

I had a problem very similar to this.  I after much trial and error and using different colors, I finally figured out that you MUST have the "roughness" setting of your materials set to less than 1.  If I painted a model with any color with a Roughness set to 1, then it would be mostly Black with few correctly colored spots when imported into Monogame as an FBX.


Snapping to faces problem, they snap to the inside of the item instead of the outside

This could be a problem of the normals being facing inside the mesh. Select all the faces and recalculate normals (provided all normals are facing inside). Then try snapping to the face.

The operator for recalculating normals is under the view header mesh menu. The hotkey is also displayed in the menu items.

Mesh -> Normals -> Recalculate Inside/Outside and Flip Normals

In case some of the faces only have normals facing inside, then select those faces and flip the normals.


How do I get this odd geometric hole in smooth surface right?

There are any number of correct solutions depending on your needs. I propose this one, because it keeps the element in a four sided square that can be edited quickly and incorporated into the rest of the mesh without difficulty:

And I would advise using a bevel modifier rather than a subsurf modifier in this situation. It gives those nice rounded edges while leaving you free to to structure your topology for ease of use, and you can use Ngons if you like. I like to use the "Angle" limiting method to only bevel sharp corners. But you can be as specific as you like using bevel weights.

If you must use a subsurf modifier, I recommend using the "Edge Crease" tool (SHIFT + E) where possible instead of adding loop cuts to sharpen corners. It makes the mesh shape far easier to edit.


Is it possible to make reflections in (UP)BGE?

Information
Both UPBGE 0.2x and 0.3x both have internal, real-time reflections.
You can get the exact same result in BGE but you'll need to use an external shader script.
Blend File (in a 0.2x release)
https://blend-exchange.com/b/XjnaWgkE
Screenshot (in 0.2x)


Why I can't find A.N.T. Landscape in add-ons tab (Blender 2.80)

Search for landscape. Then the addon should show up.

Community needs to be enabled.


Image Editor does not show RGBA output from composite viewer

The alpha channel has not been associated with the image.
To associate the alpha channel use an Alpha Convert node and set it to Straight to Premultiplied.


How do I curve a brick mesh into a hexagonal shape?

You can still use the curve modifier, you just need a hexagonal curve.

Enable the 'Extra Objects' for curves addon by going to File> User Preferences> Addons> Add Curve> Extra Objects and ticking the checkbox.

The 'Add' menu now has extra objects, choose 'Curves Galore!'

Choosing 'Nsided' from the tool panel (T) and setting 'Sides' 6 will produce a hexagonal curve

You can then add several array modifiers on the brick before the curve modifier to create the rows of bricks.

I have also placed a 'Subsurf' modifier set to 'Simple' subdivision as the first modifier so that the bricks have a little more resolution to curve around the corners.


snap_cursor_to_selected with context is incorrect

You should override all operators that depends on context as follows :

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        ctx = bpy.context.copy()
        ctx['area'] = area
        ctx['region'] = area.regions[-1]
        bpy.ops.view3d.view_selected(ctx)
        bpy.ops.view3d.snap_cursor_to_selected(ctx)
        obj.select = False
        new_obj.select = True
        bpy.context.scene.objects.active = new_obj

        # take new copy of the context because it is outdated now
        ctx = bpy.context.copy()
        ctx['area'] = area
        ctx['region'] = area.regions[-1]

        bpy.ops.view3d.snap_selected_to_cursor(ctx, use_offset=False)
        break


How can I insert a transparent rectangle but with the edges mark?

Instead of having a bitmap, it could be better to just use a mesh, like this:

here I also used a shadless white material, to get the idea.

Another way could also be curves with tapers, probably...

Using real geometry, instead of having a fixed bitmap, allows you to adapt the mesh to different needs, and ensures optimal resolution...


The top option of the Unwrapping dialogue is called Unwrap and is the best method to use if you want full control over the UV Island creation.  For this method to work properly, you must manually add seams to your model along all edges where you want a seam.

The menu shown in the image below is accessed using Ctrl+e

Using Unwrap with edges already marked with seams, you should get results something like the following.  The seams show up exactly as I placed them on the model.

For this next unwrap, I used Smart UV Project.  It's quick and easy but gives you very little control over seam placement.

If you are using Unwrap, there is a feature called Live Unwrap which helps speed things up a bit when you are still deciding how to layout the UV islands.

You can also work directly in the UV Image Editor when using Live Unwrap by marking new edges with Ctrl+e, this shortcut is different than it is in the 3D View.  For UV's there is no menu, it will behave as if you marked a seam and the Islands will be recalculated.

When you are finished you should disable Live Unwrap so that you don't accidentally set it off later when you are doing something else and are not paying attention to the UV Image Editor.  You may also want to use -> Mark Seams From Islands after using Live Unwrap from directly within the Image Editor since Ctrl+e does not do this automatically, this way you will be able to see the seams in the 3D View highlighted in red.

Once you are finished with the seams, you can disable the visibility in the 3D Views right-side panel n.


How can I inspect Scene Render settings in a .blend file from Python externally?

While it is possible, using blender will be much easier. A small script that you pass to blender when run from a cli is small and easy to maintain. From another python script you could automate it with -

from subprocess import call
call(['blender','-b','file.blend','-P','script.py'])

You can even have your script generate the small temporary script that gets passed to blender.

However if you really have a need to not require blender to be installed, you may want to look at an old project that appears to have died off called blender-aid, it provided a web interface to blend files and used a python script to access data in the blend file, it was intended to assist project management and allowed file links to be repaired and/or re-factored, so apart from reading a blend file it could also write changes to them. While the full info of reading a blend file is contained within blender's source code, you may be able to get a start with blender-aid's old script here - or at least it will give you an idea of how much code is needed.


multiple texture sets when exported to substance

I think Substance Painter separates the mesh into texture sets based on what material the faces use. Make sure that your exported mesh only has as many material slots as you want to have texture sets.


I have been facing the same issues and so far I have figured out the following.

Change the default vertex color name from 'color' to something else (I used 'col1'). “color” named vertex color layers are not working for some reason.
Create an Attribute node in the node graph
Use the vertex color name that you used in step 1
Connect the Attribute.color to BSDF.Base Color

For the textures, the following setup seems to be working

Select the tilt brush stroke mesh
Set the material blend mode to Alpha Clip
Add an Attribute node and choose the vertex color channel
We will use the Texture node's alpha
Use the alpha as a multiplier with a custom value
Create an emission node

I am still working on making the texture workflow better, hope this helps.

UPDATE

Using a Transparent BSDF and a mix shader better results can be obtained. Following is an example using Cycles. With Cycles there are no Blend mode options (as specified in the original answer. Blend modes are EEVEE specific)


There is any way to use the same file from 2 PCs?

Use some cloud. I have files on cloud and every time i make some changes it uploads to cloud and then it download the changes to the file on my other computer.


How to keep procedural texture proportion automatically

For best quality Scale the texture via texture node the input vector. Use a Combine RGB node to send the correct values. Assuming that the width =1.0. Divide the height by the width for the width factor. e.g. (1080/1920), this will reset the aspect. Use a color curve to scale the vector.

To save you having to type in the current scene dimensions you can set them as a driver in a Value node.
First, here is the wrong aspect which Blender simply "fits" to the current aspect, in this example the scene is 16:9 while the texture is 1:1.

Add 2 Value nodes

Right click in each node value window and select Add Driver > single from target.

Use the proper to choose the scene dimensions.

Add a Math Node and set it to divide, then divide the width by the height.

The X aspect is sent to the vector input via the green register, correcting the distortion of the texture.

You can add another Math node set to multiply and a Value node to scale the texture after correction.

Result

UPDATE

To re-use the aspect correction you can collect them into a Group Node. Beware that the drivers (in groups) fail if you change dimensions of the scene. If you need them to be dynamic then I suggest just copy and pasting the collected set of nodes, excluding the texture node of course.

Select the Value, Math and Combine RGB nodes and press Ctrl G to set them as a group.

Press the Tab key to step out of the group node and label it so that you can locate it later.

To add the group elsewhere in your nodes, Add a node and choose node group > (your node group name)

Attach it to your texture.

Remember that drivers will fail inside a group node, so they cannot change dynamically.


Now, in the Blender 2.9x series, it is actually possible to import/export openVDB volume files in and out of the scene.
See this in the Blender manual for 2.91
In fact, there is even a mesh to volume modifier for meshes in the scene, which is extremely helpful for rendering complex volumes in EEVEE without having to do serious procedural node working.


Select all vertices, after that press W > Remove Doubles


Why eevee renders reflective objects in black and cycles does not?

I have discovered that the problem discussed here, as well as other recent rendering posts, may be linked to a video issue related to recent updates.
After duplicating the issues on three computers, all of which meet the video requirements as stated by Blender documentation, I began trying several recent Blender versions. All exhibited rendering issues except Bv2.81.
Thanks to all who helped.


At least part of the answer to this question is:

Make sure that the .blend file you are opening is located in the same folder with the fluid_cache folder.


Manipulator Icons Missing in the 3D Viewport (2.8)

In the "Overlays" box (Either at the top or bottom of the viewport), make sure to scroll and find the Gizmos section. When found, make sure the "Active Tools" is highlighted.


VSE: No proper Alpha Over for keyed video scene in front of background

To use the alpha output of the compositor in the VSE first convert the alpha to premultiply.  If your alpha channel isn't already an integral part of the image data you can mix it in using a Set Alpha node.


I did some research and I figured out that it was as simple as putting hair dynamics on and making the armature modifier be above the particle modifier.


Where are the light settings in Blender 2.8?

In Blender 2.80 the Light settings have been moved into the Object Data Panel.

Select your light source in the Outliner, then select the Object Data tab.

Light settings EEVEE:

Light settings Cycles:


The normals on your mesh are inverted. The effect you're seeing is caused by backface culling in the game engine, where faces with normals pointing in the opposite direction of the camera aren't rendered.

In order to fix this, you can try to recalculate the normals to face outside by using Mesh > Normals > Recalculate Outside or Shift + N. If they are consistently flipped in the wrong direction you can also use Mesh > Normals > Flip.

Blender has helpful options in the Viewport Overlay settings for detecting inverted normals. While in edit mode, you can display the normals. This allows you to easily see when the normals of your entire mesh have been inverted.

Sometimes only a few faces may have inverted normals. These can be quickly spotted by enabling the Face Orientation option.


UV Unwrap Order Of Operations (Cloth Sim)

Although the end result should theoretically be the same, you should probably unwrap the base mesh prior to running the simulation.

It will be much easier to get a clean UV map with a proper layout from a plain undeformed base mesh then from a wrinkled and highly subdivided result of the physics simulation.

However, unless you apply the result of the simulation, you can always sweep the timeline backwards at any time, and return to a point before the first frame of the simulation, where the mesh is still intact.

So you can theoretically still UV Map a mesh if you already ran a simulation, as long as you can still revert to the base mesh shape.


How to calculate Specular value for Principled BSDF node from IOR?

The formula above is correct. Just don't mistake square with square root as I did before.


How to make a perfectly flat bottom for 3D-printing topographic relief?

The solidify modifier can be removed, if you need to do this kind of thing a few times do this instead:

Select your Mesh, go to Edit Mode, Select All geometry.
Hit E to Extrude, Then Z followed by Z again to constrain the direction
Then move the mouse to the right, and the newly extruded geometry will start to move down. You can see by exactly how much in the bottom left (by default the contrast between the text and the panel make this unnecessarily hard to read (April 2015). But it looks like this

You can use the mouse, or left / right keys, or even type the number you want directly with the num keys.

then to flatten the new geometry, hit S, Z, follwed by number 0.

Here's a view from the underneath before and after the flatten.

Cons:

there are all kinds of factors that can interfere with how straightford this is, the location of the reliefs Object origin being one of them. If I had to do this repeatedly, it would be something to write a small python script for.

The recipe for such a script might be:

find lowest z coordinate of the original mesh
extrude all faces a little bit
replace all z values of the newly geometry with the lowest z of the original mesh minus the desired thickness.

This would produce a mesh with a minimum thickness.


Joining 6 .stl files together to make 1 file to go to a comercial printer

Yes, you can.   Use Blender to import and position all of your stl files.

Group select all of the objects (so that they are highlighted).

Use Object -> Join to make all of the individual items one object. The Object menu option appears at the lower left of the Object Mode screen -- if you are in Edit or another mode, you won;t see it...

Making sure the object is highlighted, use File -> Export -> Stl

You'll end up with an STL composed of multiple non-connected parts. Whether this is cheaper or not is an issue for your printer: It might take as long to rip and print, and will certainly require the same amount of material to output -- infact, maybe more.... since I am not sure whether the method you are using will add supports or connected sprues between the separate items that were originally the separate stls... But this process will give you an stl with multiple 'pieces'.

Shout if I can assist.


Python - Render object with transparent background

You need to enable the Transparent option that you would normally activate in the Film panel which can be found in the Render tab, if you where using the GUI.

bpy.context.scene.render.film_transparent = True

Also make sure that the file format stores the alpha channel.

bpy.context.scene.render.image_settings.color_mode = 'RGBA'


All I had to do was to check Bisect in the mirror modifier after rotating it 45° in Edit mode. Thanks anyways. Problem solved.


I tried it in Eevee and it was fun :).
I used this free HDRI to light the scene.

Cube

Metalness to 1 for highest reflectivity (just like real mirrors)
Musgrave and Noise texture for those tiny black dots
Layer Weight > Facing to control lighter/darker side.
Dark edges. Add a Bevel modifier and set Material: 1

Then add a second material slot to your object with some dark material

Ocean

Wave Modifier on a subdivided plane for large waves
Voronoi texture as a Bump map for those tiny ripples

The HDRI isn't packed, just download and put it next to the Blendfile :).


Most probable reason of your failure, is connecting texture image node with new image to shader node of the cube. Notice, that when you try to bake, you get message "Circular dependency for image "YourImageName" from object "YourObjectname". The texture image node in material (for each material) of the object from which you want to bake a texture, must be active (selected as last) but not connected to any shader, connected to material output.It should look like this:


How to link the output of a Vector Math node to another node?

The Vector Math node actually has 2 outputs : One of type Vector, and one of type float. They get hidden / shown depending on the node's operation.
The float type is accessed with the second index of the outputs. Change your last line to :
mat_ruby.node_tree.links.new(math.outputs[1], ramp.inputs[0])

Or (not advised since it is language-dependant)
mat_ruby.node_tree.links.new(math.outputs["Value"], ramp.inputs[0])


I just can't seem to make grid fill work for me

CtrlF > Grid Fill works like this:

It calls the (white) active vertex when it is invoked a "corner". (Red zones)
It takes the next Span - 1 vertices, and bridges them to their opposite numbers. (Lilac)
It skips another corner, and then connects what's left cross-ways. (Green).

This results in Span face-loops across the piece, (up, in the picture :) ) and 4 corners.
The illustration shows Spans of 4,3,2 and 1 on a 16-circle, with the active vertex in white.
(The Offset setting steps the starting-point around the perimeter.)
So you can see, to get a tidy result from Grid Fill, you need:

An even number of vertices
A reasonably nice correspondence of vertices to their opposite numbers, once you've decided where the first corner should go.

In your case, you need to fix the second condition.


How do I import a .blend into another .blend?

There are two ways to import .blend files. You can use the Append or the Link operator.

Append makes a direct copy of the elements in the .blend file, while Link links the elements directly to the original .blend. The difference when it comes to working with these, is that when you use append, you can modify the objects in the new file. It won't cross over to the original file. With link, you can't modify the objects in the new file, but instead need to go to the original file.

Now both of these operators work a bit differently than you'll be expecting. Instead of directly copying everything from a file in like import does, they copy parts of the file, called datablocks.

A datablock is essentially a piece of information in a file.

When you click the link or append operator, the file browser will come up for you to navigate to the file you want to use. Once you're at that file, when you click on it, it will expand just like a folder. Inside there will be several folders for different parts of the file. What you'll probably want to do, is go into the objects folder, select everything (A) and then append/link them in.


Link & Append

There are two different ways of importing a  data-block from another blendfile as said by the blender references manual's page:

  Link creates a reference to the data in the source file such that
  changes made there will be reflected in the referencing file the next
  time it is reloaded.

  Whereas Append makes a full copy of the data into your blend. You can
  make further edits to your local copy of the data, but changes in the
  external source file will not be reflected in the referencing file.

When you link a material, you'll not be able to edit that resource.

You can unlink & make the resource local (so you'll be able to edit the data-block) by clicking the little icon next to the material's name in the material tab:


Filling back & front of text with different colors

Just to add to @Hiserod's answer (and since I already made the gif).
To combine two colors, simply use it as a factor in MixRGB node.

Bonus edit:
To use a different texture on either side, you can use the following setup:


Some of the normals have been flipped when in tried converting my model to low poly

You can easily flip all your faces into one direction by clicking Ctrl + N
This should solve your problem.


Instead of directly messing with the Physics parameters, this situation is way easier to handle with ordinary mesh tools.

You can merge your three objects by using the Boolean modifier. First, select only one of your objects, then go to the Properties>Modifiers menu and select the Boolean modifier. In the modifier options, for 'Operation' select 'Union' and for 'Object', select one of your other objects. If you then hit 'Apply', your first object will now have the overall shape of those two objects merged.

If you have three objects, you'll need to do this twice (because the Boolean modifier only operates on two at a time).

Also note that the modifier will leave the original copies of the objects in addition to the new, merged version, so at the end, make sure to delete the original objects.

Then, in the Physics panel, select 'Mesh' as your collision bounds.


Is radeon r4 compatible with Blender 2.8?

Open->Blender->Preference->System->Cycles Compute Device <- select AMD R4 Graphics, and set OpenSubdiv compute: -> GLSL Transform Feedback <- select, next step - render primitive scene WAIT title render next step select GLSL (recommended## Heading ##) or OpenMP.(recommended) or OpenMP


Animations pause for a slight moment when reaching end frame

Try reducing the length of the sequence by 1 frame (so rather than, say, starting on from 1 and ending on frame 300, end on frame 299).


How to make a transition between 2 strips in NLA Editor?

Actually you can't add a transition to fill a gap.

If you want to interpolate 2 strips they have to overlap, therefore you have to change the speed of your action or add more "action" to your strips.

Speed

Select the strip
In the Properties Panel (P) > Action Clip, increase the Scale value of Playback Settings

Extrapolation

To extend a strip, you could set the channel extrapolation mode to Linear Extrapolation (or some loop) first, then increase the End Frame in the Action Clip Panel.

EDIT
Using this method, however, the last frame will be determinate by the generated curve and it could produce odd results (note the rotation of the cube at the end of the animation).

If you cannot scale the strip or re-arrange the strips, I suggest you to "fill the gap" editing (or adding) the actions keyframes


My Unwrapped Baked texture is mostly bugged

Everything is correct, but before baking you have to make sure you need to create a new image say "untitled.png" in "UV Editor" to bake and add image texture to all the material files that the object have.

In your case you have 2 materials i.e. green one, and yellow one.

Add Image texture with the created image "untitled.png" selected in both the materials and bake diffuse texture with just "color" selected.

Solution gif file --> here (its over 12mb but 2mb limit. so can't upload directly)

Follow the gif file and

After the baking completes you'll have something like this. Just need to save this to local disk.


Where is the glass button on the materials list?

Go in to Cycles Render Engine with the Selector at the top of the User Interface then in the Materials tab create a Material and if needed click use Nodes then there should ba a Surface tab below.


My brush is not affect in weight paint mode

Okay so I figured out that for some reason you can now select individual faces to select.
On the top left of this picture there is a face and a vertex option to show their respective geometry. So when you are in that mode you can deselect all faces so that now you cannot have any influence on any faces. All you have to do is deselect everything with either  Alt + A which is the default for 2.8 or press A again to toggle between selected and deselected if you are using the old hotkeys.


linux+cycles+cuda: nvcc fatal: Value 'sm_52' is not defined for option 'gpu-architecture'

Two reasons:

The cuda-7.0 toolkit installer failed to properly set permissions, so blender can't see the nvcc from the proper location.
When blender can't read using the symlink cuda in /usr/local/cuda/bin/nvcc it seems to search for nvcc using cuda-<version>/ instead. But it does it in the wrong order, also without reporting the permission issue.

Without others-readable permissions on /usr/local/cuda-7.0/, the symlink /usr/local/cuda fails and blender tries /usr/local/cuda-6.0/bin/nvcc even though a newer /usr/local/cuda-6.5/bin/nvcc exists.

The solution:

sudo chmod -R o+rX /usr/local/cuda-7.0/

Had no other toolkits been installed the error would have been:

which: no nvcc in ($PATH)
CUDA nvcc compiler not found. Install CUDA toolkit in default location.


Access Denied trying to change io_scene_fbx/__init__.py

There are several places blender looks for python scripts/addons:

MS-Windows
LOCAL
.\2.76\.

USER
C:\Documents and Settings\$USERNAME\AppData\Roaming\Blender Foundation\Blender\2.76\

SYSTEM
C:\Documents and Settings\All Users\AppData\Roaming\Blender Foundation\Blender\2.76\

Generally the system path isn't writable for a standard user, but naturally this depends on the platform and your specific configuration. Try copying the script to the user path (you may get warnings about duplicate addons).
The local path applies to versions of blender installed though an archive extracted anywhere on your system, as opposed to an installer or package. (e.g. for a local install on windows, the .zip download can be used)


Blender is not a presenter kind of software.

You can detach any view as an additional window by pressing shift and dragging.

The new window you can move over to a second monitor or projector.

That window can be set to whatever part of the interface you want, and can be maximized to full screen by pressing Ctrl+Shift+SpaceBar


To write an if statement in python you need a colon at the end of the condition then the rest gets indented.
Like this

if a == b:
    print("yep")

So your code would be like this.

def toggleProne():
    if PlayerControls.playerMain['isInCover'] == 0:
        PlayerControls.playerMain['isCrouched'] = 0
        PlayerControls.playerMain['isStanding'] = 0
        PlayerControls.playerMain['isProne'] = 1
    return;

Personally, I would use a var for PlayerControls.playerMain, it would save you from having that whole thing four times.


How to batch join a sequence of images with a sequence of alphas?

What you try to achieve is extremely simple:
Just plug the RGB image to the Composite's node "Image" socket and plug the Alpha image to the alpha channel, and make sure you're saving to an unassociated alpha format, as PNG.
The same effect is achieved by just plugging a set alpha node and connect the output (Now RGBA with the new alpha assigned) to the Composite's "Image" socket.

Keep in mind that both methods will produce exactly what you want, but you won't be able to see it in the viewer, as Blender expects an associated buffer to display. The saved PNG will be fine.

That being said, it's important to remember that PNG and unassociated alpha are no the best choice for CG and VFX.
Associated alpha allows you to create composites where your transparent pixels can also be luminous, producing lighting effects that are absolutely impossible using unassociated (straight) alpha.
Preserving RGB is only useful when you want to do associated alpha compositing. It is completely useless with unassociated as the alpha over operation will make any pixel with alpha=0 disappear.


I suggest the Subdivision Surface modifier alongside smooth shading.

Using the subdivision surface modifier creates additional polygons, which is bad for games.


Convert Object texture coordinates to UV

You have to use baking.

In the UV Editor create a new image (called Baker on my pic)
Create your material in the Shader Editor
Add a new image texture node in Shader Editor. Click on the browse icon and find an image on your computer
With the image texture node active, switch to the Render tab and go the Bake settings. Under Bake Type choose Diffuse and under Influence select only color, then hit on Bake.
Save the new texture file.
Change the material's texture image to the baked.


I encountered this to a smaller degree with Qlone today. The best I know:

Select all, and Merge By Distance.
Degenerate Dissolve
Vertex -> Smooth Vertices (will change things!) adjust the strength of the effect as needed.


How can the demarcation between two materials be smoothed?

You can try the Relax operator of Loop Tools (a bundled addon):

To use:

Enable the addon in CtrlAltU> User Preferences > Addons:

Then run it by pressing W> LoopTools > Relax.


How to "freeze" a cloth animation at X frame?

You can apply the cloth simulation modifier. That will convert the current frame into a static mesh, and all other simulation data will be deleted.


Object scaling preventing retargeting of rigify rig to bvh with MakeWalk

Apply Scale

The warning indicates the rig scale in object mode is not (1, 1, 1) (unity). Select the rig in object mode and press ctrl-A-S, or select via the Object > Apply > Scale  menu, to apply scale.

It's the same process as selecting all bones in edit mode and scaling to match the current size, with unity object scaling.


How to cut one group of faces with another group of faces?

You could try and use edit mode Boolean Operations (only available in Blender 2.77+)

Go into edit mode, select one of the groups of faces you want to use, open the Spacebar Menu and search for Boolean. Then choose one the the options that suits you best.

If you need the original intact faces you may need to create a copy of your objects first.

Have in mind that these will merge faces together and likely result in bad topology and non manifold meshes.

You should always strive for clean topology manifold meshes, and quad-based or quad-dominant topology


Can't get my model out of wireframe mode in blender 2.59 after saved the blender file in newer version (blender 2.79)

Maybe open the 2.59 .blend first in 2.60, then in 2.61, then in 2.62... and so on and save each time. You may skip a few if you're lucky :) (oh, in your case it might be the other way around, from 2.79 to 2.7 to 2.6... or like that, which may or may not work - but worth a try)

Here are the releases


Export 3D Model als standalone exe DMG viewer

Well, Blender 2.79 and under have stand-alone viewers built-in to their executables. You'd have to construct some sort of minimal interactive interface, or find a .blend with scripts already setup. If you've never used Blender before, it might take a bit of concerted effort. Good Luck.


Where is Particle Velocity and Rotation in Blender 2.7a?

Velocity is a setting category for both emitter and hair types of particles. If you are using the hair type of particles, click on the advanced check mark (Under the type drop down box). If you are using the emitter type then you should see it by default.

For random looking grass, I would recommend you use Brownian under the Physics category then Newtonian type.


HairNet addon moves other hair systems on same emitter mesh

This bug happens since Blender 2.9 and HairNet 0.6.2 were released. The hair particles of one of the existing hair particle systems move down along the z-axis for some reason when another hair particle system is added by HairNet.
You can pull the hair particles up again in comb mode but a better workaround is to disable all existing hair particle systems in the viewport before you add another hair particle system with the addon. After the new one is added you can enable them again.


After importing svg, [mesh from curve] creates annoying results?

Make sure there are no overlapping segments in your curves before conversion, otherwise remove doubles after conversion to mesh.

Before conversion to mesh make sure your curve is set to 2D and the Fill is set to either just Front or Back, not Both

Also have in mind that converting curves to mesh will always lead do triangulation, and not all curve shapes can be filled entirely by quads, nor without NGons.

Also, if your curve had wholes in them, additional edges will appear, because the mesh structure doesn't support islands. That means there can't be totally disconnected groups of edges sharing the same faces, like in tha building with the whole in the middle.

See this answer for more cleanup techniques


UV checkerbox looks strange when object is unwrapped

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