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Flickering particles when rendering animation
As I am fairly new to Blender, I made a donut (surprisingly). It has sprinkles as particles. Today I tried to make an animation of it with a moving camera, but there are three frames (3, 14 and another one) where the particles change position see here. Even when I render those frames individually, it still happens.
Since I have no idea what the problem could be here, I don't know if I need to list any settings. If that is helpful, please let me know. Any help is appreciated!

Please share your blend file so that I can take a look at it? You can do this by uploading the blend file on this site - https://blend-exchange.giantcowfilms.com/ and copy + pasting the generated url here.

Sure, I've included the link in the post.

The problem is with the 'Post processing' settings under render panel.You need to uncheck the sequencer.

Because when the sequencer is checked, it takes into account any videos or image strips already present in the video editor. In your case, you do have a video - most likely a previously rendered video.In such a case, whenever you hit render, instead of rendering the frame again, it simply picks the frame in that video and shows you as render.
You can verify if you have any videos by going into Video Sequence Editor as shown.

Instead of unchecking the sequencer in render settings. You can also delete this video strip to render properly.You can do this by right clicking on it and pressing delete button. You will get an option to 'erase strips'. Click it.

One small suggestion. When you are uploading a blend file here or sharing with someone else please click on 'Pack all into .blend' (as shown below) and save the file before sharing.

This way the textures and files you are using will also be shared in the blend file. In the file you shared, the video and brick textures were not included. This led to delay in figuring out, what the actual problem is. Hope this helps, if not share the blend file again, this time with external data packed.

Thanks for the answer! I will try it out as soon as I get the opportunity. The sequencer being the problem makes a lot of sense, as I've done some separate renders at certain points on the timeline. As for the blend file, I wasn't aware of the option to export it in Blender and just uploaded the file itself instead. I definitely will keep it in mind in the future. Again many thanks for the help and effort!

Glad I could help :)


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Convert hair to mesh
I am new to blender, I come from a Cinema 4D background. I am trying to export the hair from Blender as a mesh but it isn't working.
I tried the "convert to mesh" button under the modifiers tab for the hair object but it doesn't export.
I bought this file and I just need the hair as a mesh to import into c4d. How can I accomplish this?
This is a downloadable version of the .blend file with the hair
https://www.dropbox.com/s/lc7yplk4ksij0gd/hair.blend?dl=0
Textures: textures\Hair-length.png

When I open your file in Blender 3 I see there is a hair particle system. But the model has no hair. It doesn't show up. It's shown in Comb mode.  But no editing was done. The Simplify option is enabled but you didn't lower the default settings so it has no effect and doesn't hide the hair. Is it bugged? I guess because there is no hair you can't convert it. If I delete and recreate the particle system the hair shows up.

I am very new to blender but I have been working with c4d for almost 10 years. I have no idea how to resolve the issues you stated but the file I uploaded is a minimal version of the full character. I just deleted everything except the hair. This file renders the hair perfectly, the way I want it.
I am not sure why you had that error but after you recreated the particle system, does the hair show up? Is it possible to export a mesh to c4d?

Hmm, can you upload a screenshot? This is what I see when I open your file (https://i.sstatic.net/2DrtA.jpg). It's Blender 3.0 file. The pink color means there is an image texture missing. Images are external files & not included in the blend file. But this all should not matter. I hadn't tried a render. Now I tried but there is no hair as you can see. I've also removed the black background. No hair. By the way, don't go so high with the strand settings. 10 means 2^10 and creates a memory peak of almost 2 GB. A value of 5 is totally fine=77 MB peak =>https://i.sstatic.net/NjZXQ.jpg

Ah! You're using a texture to control the hair length. But it's missing. That's why I see no hair. Can you upload the texture? (//textures\Hair-length.png)

When you press Convert to Mesh Blender creates an object called Mesh in the collection named "set". Maybe you missed it? With the strands option set to 10, it's 2.5 million vertices. With 5 it's 677k.

Hey Blunder, thank you for the replies. I didn't know the hair was driven by a texture, I uploaded 2 files: #1 the texture file (https://tinyurl.com/3pfwpkud) and #2 I packed the resources into a .blender file (https://tinyurl.com/yc49td92)

@Blunder Thanks for the tips regarding strand settings. When I tried to convert the hair particles to curves and then add a bevel, it crashed my computer because the vertices count when to 27 million. I will try to reduce the strand count and reconvert to curves and then bevel it again. After which I can convert back to mesh.

source: Stack Exchange

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

sort: votes


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why am i getting this texture artifacting
I notice this texture is artifacting but can't seem to find what's causing it. It occurred after I joined multiple meshes together and added a transformation to that joined mesh.
But the artifacts only happen on one of the mesh out of the multiple joined and 2 totally separate meshes that sit directly under the joined mesh [3 separate meshes in total]. I made a cut-down blend file to help. The start frame is 487, the end is 500.
Blend file on google drive

The artifacts are the "black line" on the top and the "dotted line" on the bottom model?

you are correct. i since have made a workaround by rendering each mesh separate and compositing them after @Blunder

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Cell fracture does not work on high poly hight map
I have imported a heightmap (mountain) from world creator and used the color map as a material.

I want to apply a cell fracture to it, to make the mountain break into a bunch of pieces. However, the cell fracture causes some weird effects. It turns the mountain into a cube and usually, the machine stops working at that point. Seems like the computer can't cope with the task but it has actually some really good components. So I'm wondering what's wrong. Thanks for your help.
The settings of the Cell Fracture add-on are Source Limit 150, Recursion 1. Pretty basic.
→ Blend File

Can you add more details such as the cell fracture settings, how many pieces are a "bunch of pieces" (10? 100? 500, 5000?). And what does the mountain looks like? Is it a solid manifold object or a plane with displacements? And how many vertices has it?

@Blunder I have Source Limit 150, Recursion 1. Pretty basic. I have added a link to the file I'm working with. Thanks

The more than 429,000 vertices are too many for most computers to process.
I would create a low-poly version of this model and blow that one up.
The mesh topology does not matter because the mountain will not be deformed. So we can use a Decimate modifier to bring the vertex count down to 21,474 and the number of faces to 41,734. That's roughly 21 times fewer vertices.

duplicate the mountain, don't move it for the bake, just hide the original one
add and apply a Decimate modifier: method Collapse and a Ratio of 0.1
UV unwrap the model (I used method Smart UV Project)
bake the Normal  (in Cycles, use bake option [X] Selected to Active, Extrusion: 5 m (enter the value)
and bake the Diffuse map. For Contributions check only [X] Color
if you want to texture the inner faces of the fragments create another UV Map and call it "UV Map inside" or so. Create another material for the inner faces and use the created UV map with a UV Map node. The UV map will be changed by a UV Project modifier later. In the Cell Fracture settings, set Material Index to 1 (that's the second material slot)

Use the baked images and you will have a mountain that looks exactly like the high-poly one but it's low-poly. This one you can use for the Cell Fraction add-on. Your settings created 254 pieces still took a minute or two. Be patient.

The inside of the mountain looks a bit weird. It's because the created fragments are not properly UV unwrapped. You can use a UV Project modifier with 4 Empties to texture the inner faces. The use menu Object > Link/Transfer Data > Copy Modifiers to copy the modifier to all fragments. (video: Blender 2.64 Tutorial - Cell Fracturing Part 2 (Texturing))
To apply all the modifiers of all selected fragments use Object > Convert > Mesh (related question: Is it possible to apply modifiers to multiple objects at once?)

man! I really appreciate it. that's just a perfect manual. Thank you!


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Refresh object mode from edit mode
How I can solve this problem?
The mesh looks fine in Edit Mode and when the rig is in Rest Position:

But when the rig is in Pose Position the right hand has bad deformation even if the model is still in rest position and all transformations are cleared. The left hand is fine.

@ TheLabCat, I struggle to understand your explanation, although it is clear, because I am not familiar with the menus due to my lack of knowledge of the software.
Blend file: Upload Rig

Hello and welcome. Please describe in detail what the issue is, supported by accompanying screenshots with the [edit] button above. See "What is the problem with posting an image or link and asking “How do I do this?""

Reset the armature's pose.

Please do not ask us to simply figure out what the problem is based on a couple of screenshots. Add text details to avoid confusion. Thankfully, the problem you are trying to point out seems pretty clear to me at the moment: When in object mode, the wrist is deformed improperly. The base mesh is not damaged, as shown in edit mode.
It looks like you’ve got some sort of deform modifier set up, probably an armature modifier, and when you are in edit mode, the effects of this modifier are hidden. You don’t need to refresh anything, you just need to figure out why the [armature] deform isn’t working the way you want it to.
I suspect that the wrist bone is detached from the lower arm bone and has been moved, or the weights are not set up properly and an entirely different bone is deforming the wrist.
To diagnose this, you can (with the armature selected and active) go into the Properties editor -> Armature tab -> View panel, and check “In Front” to show the armature through the mesh. If the wrist bones look fine, something else is deforming the wrist when it shouldn’t, and that means your weights aren’t set up properly. Search on YouTube or this Stack Exchange for explanations of what vertex weights are, and how to configure them properly with armatures.

The problem is the wrong bone roll of the right forearm bone. Your modded game model is controlled by two armatures:

the first one named "Rig" has only deformation bones that deform the mesh "Female Body". It's used by the game and has tiny bones which are all weird aligned (game-optimized?). Such a rig is not comfortable to use for animation. That's the reason for the second rig.
the second rig "control_rig" is as the name suggests a control rig. It has all these nice control bones with custom shapes and supports inverse kinematics (IK). The changes of this rig are propagated to the Rig by Copy Transforms bone constraints on the deformation bones.

This means that if you move a control bone of the control_rig, the corresponding deformation bone in the Rig armature copies the transformation to itself, and the mesh is deformed accordingly.
It's necessary that the control bone and the corresponding deformation bone are at the same spot and have the same bone roll values to make the copy transformation mechanism work properly.
The deform bone "b__R_Hand__" causes the bad deformation on the hand but it's controlled and moved by its parent "b__R_Forearm__". And this bone copies its transformation from the control bone "R_Forearm". The Copy Transforms bone constraint reveals this relationship between the deform bone and the control bone:

How to fix it
A lot of the objects in the blend file are hidden for the viewport or disabled for selection. You need to activate the restriction toggles in the outliner first.

now make the Rig selectable ("arrow" icon) and active in the viewport ("monitor" icon) and select it.

both armatures Rig and control_rig are now in Pose mode for some reason. Hit Tab to switch to Edit mode (Rig selected -> Edit)

hide control_rig in the outline ("eye" icon) so you can see the tiny deform bones better

look for the bone named "b__R_Forearm__" of Rig. It's at the elbow right at the same position as the elbow bone (and the hidden control bone). Click 2x if necessary to select the correct one.

open the side panel (N), look for the bone roll (-137°), and enter the correct bone roll: -132.99d. This is the bone roll of the corresponding control bone "R_Forearm" in control_rig.

That's it. Here's the result:


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Ambient occlusion, getting dark hard edges on texture
When I am baking the Cycles AO from a high poly model to a low poly, I am getting dark areas with sharp edges where they are not suppose to be (as shown in the image below). Anyone geting the same problem or am i doing something wrong?
Update: I got it to work when i remodeled everything in a new scene, some setting that I can't fin must have messed up the old model. (it did not work when appending or copying the old model in a new scene.)

What happens if you scale up the low poly to completely cover the high poly?

@JtheNinja It did not work.

It's hard to make out the problem without looking at the file .Consider uploading your file to http://blend-exchange.giantcowfilms.com and post the link in your question.

You checked "cage" for baking but from what I see you have not chosen a cage object. Untick the cage object, then change the extrusion to a higher value.

Did not work, i had it checked when i was trying to make it work. But with the cage option off or on (with a cage) i was still getting the same result.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


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How can i edit videos in compositing mode?
ok so i understand how to edit videos in the movie/video editor that blender has but i would much rather edit my videos in compositing mode via using a movie clip and simply applying all of the various node types to it rather than the setup of the movie editor.  and i am able to edit movies through this but the main question is: is it possible for me to edit videos this way and preview them like transfer the compositor edited clip to the movie editor without rendering it out with no real idea how it looks.
things to note:
I am using Cycles as shown in the image
I am only using one video nothing else
The main reason i like compositing is it has more versatility than the video editor.

yes cegaton i know i should but i am not paying monthly for an editing software or converting to lenox just to edit. i can edit with it but there has to be some way to preview.

also, there has to be some way to use nodes in correlation to the Video Editor

well, cegation. this did not solve my problem because almost anything i want to do in the Free version of Resolve pops up with a watermark AND A HUGE watermark that urges me to buy the studio version which is $995 bringing me back to my original issue of having to pay for a worthy editing software

videos like this https://www.youtube.com/watch?v=Ze8lmCOw2Vw so a lot of distortion and color change, granted Resolve And Blender are very easy for the color factor but the distortions are a pain (would be easy in Resolve if it wasn't 1 grand)

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


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Blender Rendering includes smoke in image render but not in animation render
Today i open my pc to see my render has failed, there is no smoke in my scene.
I have made the animation and included smoke, the letters are fine but the smoke does not appear in the animation render.
I have rendered the scene with "Render Image" and everything seemed ok? but when i render animation the smoke does not seem to show.
I am sure it has something to do with the render process and i have spent hours researching this to no avail.
You can get the blender file here: https://mega.nz/#!slNTFDKK!ZkCzXKKlv8EtrLOxq1V2glWrp_p0Bbl9-Rk-4UWClTo
Thank you.

How about when you press F12, does it appear there?

When I render a still frame of your scene I don't get any smoke. Are you using GPU rendering? If so, maybe try disabling GPU rendering just as a test to see if anything changes. (FYI my system is a Mac, running OS X 10.10 and Blender 2.77)

Come to think of it, it also may have something to do with the smoke being cached or not. Still testing...

I reserched it and my Rendering ... thing... is set to CPU.

Ok guys i figured it out... and im an idiot.
Turns out the smoke rendering only begins at frame 2.
I never let it go past 1 :/


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FK to IK controller Shifting
I am facing an issue to shift hand/ leg of the character from FK to IK. This character is originally controlled by FK controller and now I wish to shift its control from FK to IK controllers. I have done necessary changes in N-Panel, as per my understanding and as indicated in the screenshots.  However, hands/ legs could not be shifted from FK settings to IK settings. Please help.

Is this Rigify?  Not everybody uses rigify; I'm temporarily adding that as a tag, and would recommend adding it to the question if that's part of the issue.  Other than that, I don't see any bones that are disagreeing with your IK in the image.  Perhaps you could upload a file or a different image?

Yes you are right, this is rigify and please see that the left hand is getting controlled by FK bones, instead of the settings at N Panels are done for IK bones. As suggested the google drive link for the blend file is mentioned below. https://drive.google.com/file/d/1Y34Mmbfj4RhEgJwwP2txf9varD0qLxAk/view?usp=sharing

I can't recreate your problem.  Your left hand is being controlled by IK when I set the slider to 0.0, when I try it, and by FK when I set the slider to 1.0.  I'm using Blender 3.3.0.

Works for me as well: https://i.imgur.com/zaxVqYO.gif


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Blender transparency does not work properly
I have this text thats textured and ready to be rendered. I want to render it with a transparent background, but, after toggling to png and setting up the transparency in render properties, the rendered image just becomes nothing. Saving the image to computer doesn't do anything either. How would I be able to fix this?

file:
https://mega.nz/file/6ex0kRSK#WFOshIG7Lpp7dHjhxyAyijKp_Si0yQz5KA8bICbuxh8

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

pls provide blend file so we can check it out

In the Output panel > Post Processing, disable Sequencer, you must have a track in your video sequencer, it prevents any 3D scene render

@moonboots Thanks! Haven't tried it out yet. Would not rendering with cycles also be a problem?

yes, it will be a problem with Eevee as well, just disable the option

In the Output panel > Post Processing, disable Sequencer, you must have a track in your video sequencer, it prevents any 3D scene render.


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How do I stop mmd tools from merging objects upon export?
I have a FNaF OC that I am trying to get to mmd. I have everything rigged properly (For blender, I guess), and everything moves as it should while still in blender. When I import the exported PMX back in, however, all the different objects have been merged and the model won't move. It's the same case in mmd itself as well. These are the settings I've used :
The file is available at https://drive.google.com/file/d/1UFYHeCFN3nCaMKejX8EQ16Q1NBQqqHjo/view .  I've been using Blender 3.6 LTS.

First of all, which version of Blender are you using? I heard there are compatibility problems with mmd tools and Blender versions 4.0 and above, you might have to use 3.6 or lower. Apart from that, how did you export it, what settings did you use?

I'm using the 3.6 LTS, and I'll screenshot the settings. All I've done so far is create new bone groups and rename some bones

I forgot to add, I parented the armature to an empty object as well

You don't.
.pmx (or .pmd, or .x) and .blend files are each capable of different things, and so support different features.  In particular, there is no conception of "separate objects" in a .pmx; everything is treated as the same object.  (The shader treats every .pmx as a separate object for purposes of the world->object transform.)
MMDTools, which is probably the most popular add-on to work with MMD models in Blender, is designed to make things a little easier for Blender modellers, and so every object that is ultimately parented to the MMD object (an empty) is exported with the file.  If you export and then re-import, there is no way to store what object is associated with some particular mesh in a .pmx; that data is lost.
MMDTools does support "separate by materials" in its toolbar tab, which separates objects into multiple objects by their material assignment.  If you need to store object data for import-export cycles, you could potentially assign different objects to different materials.
This idea, that .blend supports features that .pmx does not, and vice versa, is not limited to multiple objects.  For example, a subdivision modifier in Blender won't be exported the same way (it might get written to the mesh, not sure, but that's different than doing it after armature deformation); and, in terms of vice versa, UV morphs are not something that Blender is capable of doing simply, and MMDTools has to kinda hack Blender to get those to work.

I forgot to add, I parented the armature to an empty object as well

MMDTools expects an MMD model that is to be exported as a .pmx or .pmd to be parented to an armature, which is in turn parented to a particular empty (at world origin) that has some custom data.  An MMD model has some extra data that it needs (name and model description, IIRC) and MMDTools creates and handles that data by this empty and this parenting relationship.  (You should be able to see this empty by importing a working MMD model into Blender using MMDTools.)  Changing parenting of the armature could easily break exports.
But, this isn't necessarily the only possible reason that your MMD model won't move.  By changing names, you may have destroyed the relationship between the armature bones and the vertex weights to those bones.  Or, you may expect an MMD model with renamed bones to respect an animation referring to the originally named bones, when it will not.  To give better information regarding why a particular model is not moving, we would probably need a file, and possibly, the exact steps you're taking that lead you to believe that it isn't moving: like, export as .pmx, using a particular version of MMDTools and Blender 3.6 LTS, load that .pmx into MMD, load a particular motion.

This is the base file before all the renaming and reparenting.

If you haven't done anything to the file, I can't reproduce the problem, which is a result of whatever you've done.

okay, I'll send the edited file too. Sorry for being inconvenient. https://drive.google.com/file/d/1UFYHeCFN3nCaMKejX8EQ16Q1NBQqqHjo/view?usp=drive_link

Okay.  I'll edit your original post to contain that link.  I won't be able to help you personally with troubleshooting that file because I'd need to install more stuff than I want to (for instance, getting MMD running again on a new computer....)


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Shrinkwrap to project in the direction of view
I require some help with the shrinkwrap modifier to project in the direction of "VIEW". Currently I have a few choices. positive, negative, X,Y,Z.
Is there a script for this.. kindly appreciate any help. In the photo you can see that it projects in the z direction.
This I use to block out undercuts.

Hi. If you're able to add a bit more context to your question as to why you need a view specific projection that may help people find a solution.

A dentist will cut back a tooth for a crown. Sometimes it's not possible to trim it down without undercuts and these need to be blocked out for a crown to fit. The photo shows a dental model with a shrink-wrap plane over the top. Ideally I do not want to move the model, so I have moved the camera view angle to make sure the tooth preparation is seen in its entirety.  A shrink-wrap from this angle will cut out many steps of moving the model for each tooth to be blocked out

The Project directions are in local coordinates rather than global (world) axes. Therefore, to change the direction of the projection you can simply rotate the object such that it faces in the direction you want the projection to be in.
In order for it to always point towards the camera you can simply add a Constraint to Track To the camera.


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Converting a vertex group into a sculpt mask
Is there an easy way to use a vertex group and convert it into a sculpting mask. I realize this question has been asked before and someone had created an add-on, which is outdated.
here is the link... How to convert vertex group to sculpting mask?
Perhaps a python script to do this?
This could be very useful in blender.

Please add link to "asked before"

I have added the link the the original question.


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Selecting a Material Texture by Name
Is there a simple script I can use to select a Material texture by name? I have many textures, each ending with a new suffix Texture.001, Texture.002 etc..
I am using a Cloud Texture. I may want to select Texture.002
Below is a photo. Essentially I would like to select Texture.002 with python script. With the object being select, linking the Texture.002 to the object.

What do you mean by "selecting" a material? In blender you can either create or assign materials. Consider each material can have multiple slots... so please take your time and put more effort into your questions: https://blender.stackexchange.com/help/how-to-ask

Perhaps the photo and edit helps explain.

can you tell us what your "end" goal is? to you want to rename textures? or assign them to materials? do you want to assign a texture (with specific name) to many materials?  or...?

If you click that same spot - its easy to miss because its at the bottom but there is a search box there that you can type text into to get your texture.

I need to select the material with python code and assign it to my object which is selected

gotcha - sorry that was unclear to me on first reading...


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Making Image as Plane slightly transparent
Is there a code in python perhaps, to make an image imported as plane slightly transparent. I have seen tutorials how to make the background of a PNG image transparent, but that's not what I am after. It is easily done if you drag and drop the image as an empty, however I need the image to be a plane, because sections of it need to be cut out. The actual image, not the background, needs to be semi-transparent.
Any help would greatly be appreciated. Thank you in advance. Oh, and the photo itself is an image of someones face. I guess we need to make the image texture transparent?

Add a transparent shader and connect the shader of the image plane to a mix shader node. Then altering the values for the mix shader's fac you can make the plane semi-transparent. As an alternative, if the image plane is using a principled shader, then just adjust the values for "alpha"

Got you.. in Eevee it works, Can one get this to work in workbench mode?


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Blender 2.8 customised themes
I have tried on two different computers, also downloaded different builds, to make my own theme. I save the current state, then exit and choose the blender theme, then try and load mine, but nothing has been save.
I've tried loading my xml file, also nothing has been saved.
Has this feature been deactivated, does anyone have the same problem?

I kept on adding the "+" to create a new theme, then Save Current" after doing my theme and it does not update the xml. file.
It is necessary to do you theme first and when completely finished add the "+" sign and name your theme.

That would be an area that could be improved.
If you change theme settings, and then press the + button next to the theme list you can give your new theme a name. By using an existing custom theme name, you can overwrite your existing theme settings. If you use an existing name of a theme that is included with blender then you get two themes with the same name.
Custom themes are saved into scripts/presets/interface_theme along with your startup and userpref files.
You could make a suggestion at Right Click Select to see if someone wants to work on making this more intuitive.


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Bool Tool Fast Solver
When I select a few objects and use the Bool Tool union, it is not uncommon that one of my objects disappears. I am looking for a script which will rather select the FAST Bool Tool with a Solver option of 0.
So, the script is this:
bpy.ops.object.booltool_auto_union()
Just need to make sure it goes to the previous Blender fast Boolean.

you can find the old verson of this addon, and install to the new verson blander

I only want a script to rather select the "Fast" and not the "Exact".

Go to the addon file location:

Copy the py file to desktop or other place.
Open with Notepad or other editor

Find the text: def boolean_mod

Add text between line 575 and 576
md.solver = 'FAST'

Save and replace the original

It will use the fast algorithm when apply the modifiers in this operator.

Thank you, this is a good solution for myself, however too difficult for the lay person who's only willing to push one button in a script.


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Detect if the selected Object is locked on a specific axis then run script
I require some help please. An object is selected. I need to detect if  that object is locked on one of the axis. Let's say the X axis. If it is locked in transforms, I want my script to run print("script"), else, if it is unlocked, I would like a different script to run. print("rest of script").

Why don't you use the if and else statement?

The location locking property is stored in bpy.types.Object under the lock_location attribute, which is a sequence of 3 booleans values, true if the axis is locked, false if it is unlocked.
import bpy

obj = bpy.data.objects["Cube"]  # Replace with your object name
obj = bpy.context.active_object  # Use this to reference the active object (yellow outline in the viewport)

locked_axes = obj.lock_location
print([locked_state for locked_state in locked_axes])

for i, axis in enumerate(("X", "Y", "Z")):
    if locked_axes[i]:
        print(f"Axis {axis} is locked")

I failed to mention. The object may be a "Cube" but it may be a duplicate "Cube.001" or "Cube.002", so the script needs to detect the word "Cube." .  Say for example I would like to go into edit mode, if the "Cube" is locked. If it is unlocked the "Cube*" is renamed to "Square". I hope you can help.

Do you actually need to specify an object name in your code? That sounds very specific and not reusable. IMHO it would make more sense to just get whatever object is selected or active. So instead of bpy.data.objects["Cube"] at line 3 I would use obj = bpy.context.active_object if you want to operate only on the active object. And if you want to operate on anything selected, replace it by selection = bpy.context.selected_objects, insert a new line just before line 5 to iterate through each object : for obj in selection: and increment the rest of the code.


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Can't seem to properly replicate the Scanning Electron Microscope appearance
The tutorials I used use layer weight with fresnel (I'm currently using facing because fresnel doesn't seem to work in my case) as the factor to mix diffuse emission. This looks fine for them but it does not seem to work for me.
Here is my attempt at it:
On the left is my reference image. The pieces are modeled using solidified planes with beveled edges then remeshed, subdivided and displaced to add bumps.

Nodes:
Layer weight with facing is used as the factor to mix the Diffuse BSDF and Emission, then I added Ambient Occlusion to give shadow to the edges.

I don't know what's wrong but for me it doesn't look right,Maybe its because the models are flat compared to other SEM models but something looks to be wrong.

.blend file:

Could you share your blendfile over blendexchange? That is a more direct and easyer solution and the link is less likely to break

Sorry, added it.

Yes, your main issue is that your peaces are flat...  @MartynasŽiemys answer is efficient base, but Ambient Occlusion will be a part of tree too ... also It really looks like one directional light play some role in final result.

You might want to change your color management settings from Filmic to "Standard". Filmic color transform is not designed for this and might be the reason it looks unusual since it compresses highlights.
I also don't think you need any sort of complex shader for it. I think a simple Layer Weight or Fresnel node should do it. I don't think the real electron microscope images use complex shaders.

Thanks for the reply. But there is no notable difference between the filmic and standard view. But there is a slight improvement
Filmic:https://imgur.com/QYNRVeK
Standard: https://imgur.com/soGYQvj

@Martynas I don't think your efficient setup will result in the (reference)[https://imgur.com/ldKN1JQ] result (and I don't mean AO) ... edges looks like they fits the Fresnel shader, but if you check two brightest convex peaces they should be dark at top, but they aren't ... I tried also manipulate normal, but didn't get even close to the reference (even I tried to rotate parts or sculpt them to be closer reference shape).

Well, maybe you are right. :D Maybe my answer is a bit useless this time. I don't really like the idea of looking at another render as reference, though. Maybe it would be better to look at the real thing(they are probably still renders, but at least coming out of real electron microscope). Unfortunately, I don't really know how they are rendered. It would probably be a good idea to do some research. It's interesting. I would like to look into it, I just couldn't find the time for it yet.

Sorry for the link above (wrong format) I was referring to OP's reference https://i.imgur.com/ldKN1JQ.png that seems to be real shot (or do you think it is a render?) Never mind in general it is helpful answer.

I assumed it's a render from the tutorial. It's interesting, how the scanning works. I thought some sort of 3d model is reconstructed from the data and then just rendered, but it seems the image is made out of electrons detected. So there should be a "light" source. That's the beam of electrons and there are also shadows.  I wonder how that beam is different from light in it's interactions with surfaces. It might make sense that electrons don't bounce as much as light, but looking at  images the "light" seems to be soft so that means the electrons come from different directions maybe.

Yes, your main issue is that your peaces are flat... @MartynasŽiemys answer is efficient base, but Ambient Occlusion will be a part of tree too ... also It really looks like one directional light play some role in final result.

For some reason light seems to be still too much even ... hm

I got the node tree quite messy, will share if I clean it up :)
BTW this is probably tut people used.


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New to Blender: Image texture appears in viewport but disappears in camera view
I have put an image texture on a plane to serve as a background image; however, while I can see the texture in the viewport, it disappears when I try to look at it through the camera which makes it impossible to know if the camera angle is right. I have included screenshots of how the texture appears when I click into camera view vs how it appears in viewport.

I see you are using a plane with a texture on it, are you planning to render the scene with the background? The camera may be clipping through the image so you can't see it. You can also attach a .blend file via https://blend-exchange.com, you can remove the jet and clean up the scene so the file is smaller.

I agree with @KISKAart that the clipping distance might be the problem here (there are individual settings for 3D Viewport and camera), the other thing which I have to ask as long as I do not have the file to check for myself: there are several objects in the Outliner which are hidden in the viewport but visible for render. Could they be obstructing the view?


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What's an IK Setup that Allows Hands to Stay Planted?
After some months of learning Blender, I've reached another roadblock. I looked up an IK setup for feet and legs, which works great with no complaints. I then started work on an animation involving the hands, where one rests on a wall, and that's when my lack of knowledge flared back up. I thought another, simple IK setup would've worked, but instead of the hand resting on the wall like the feet rest on the floor, the hand rotates with the arm whenever the root or the body moves. The idea is the person is shifting their weight while the hand is on the wall, but it doesn't look good with the hand moving about as it is.
I made a basic recreation of the armature. It doesn't work exactly as the original, so ignoring the minor mistakes with the rig, the point is that the foot stays planted while the hand doesn't.

After moving the hips, the hand is now clipping into the wall.

I'm aware the problem is that the lower part of the bone is attached to the arm instead of the IK control bone, but after trying some possible solutions, like using Pole Targets, attempting to replicate the foot setup on the hand, and some variations of those, it either continues to stay attached or isn't attached at all, the ladder also not being preferred.
Any amount of insight into a solution would be appreciated!

You set the IK constraint on the hand bone, with chain lenght of 3 (hand, lower arm, upper arm), while you should set it on the lower arm bone, targeting the hand, with lenght 2. In this way, animating the hand will have the arm naturally follow, while if the hand is still and the body moves, arm bones move but the hand stays still.


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How would I model Tsuka wrapping?
I'm trying to model a Tsuka wrapping and what I tried was to use a shrinkwrap so that my bezier curves get around a mesh I made.
Problem is that when I'm using a shrinkwrap it flattens my custom bezier curves. The solution offered here isn't working for me.
I tried to play with offsets and use a Solidify modifier but Solidify just destroys the particular shape I'm using.
I'm at the point where I don't know what to try since I tried to change the settings in all the possible ways I could think with or without solidify.
How could I do this?
Left is my bezier curves spiral and right is a Circle I converted into a curve to use it on my spiral as an object in the geometry settings.

Here is what I get when I use the shrinkwrap modifier. As you can see my custom shape is all flattened.

Using a solidify modifier is not getting the result I want.

If by any chance there is a kind soul to find a solution on this issue: how could I twist a specific part of the spiral so that it rotates 360 degrees on itself? I tried changing the rotation axis of a point of the curve but it wasn't affecting it.

You could do it in two steps: shrinkwrap with an offset to place the curve and apply the shrinkwrap. Then bevel the curve.

Finally, I think cutting (knife tool), the base mesh should be more efficient in your case. The cut can have the shape you need. Once done (on a copy of the mesh), keep it alone then this is your curve.

Hi, 줄리앙Julien. While the shrinkwrap part has been specifically answered in a duplicate. I think the rest of your question is a very interesting and challenging one. If you could edit the question to ask more simply: 'How would I model Tsuka Wrapping?' I think it could be re-opened.

@Robin Betts : Thank you I just edited my post.

@lemon : I'm not sure to correctly understand the part using the knife. Would you mind showing a simple example?

@줄리앙Julien, I could if the question is reopened...

This is tricky, I think. (It's 2 opposing stepped-spirals, with the  height-changes entirely in the twists.) The twists are through 360, not 180 degrees. I beginning to have some luck with the tool provided in the shipped Tissue add-on: 'Lattice along Surface'. That means you can model a twisted-ribbon-pair-array in the flat, and then conform it to the handle without losing depth. the But that answer might take some time. @lemon's approach might prove to be more reasonable.

@lemon It's reopened if you are still willing to show :)

@RobinBetts Do you think that lemon's approach and using CTRL+T to change the angle of the curves before working on the mesh could be good? I just found out about the ctrl+t shortcut to work on twisting angles. I have to try this on my side.

I haven't forgotten all about you...

@줄리앙Julien   Progress:  https://imgur.com/a/2LXuiWF but I've run into a Blender bug which makes it very twitchy for someone not familiar with it. Sorry about the delay.

@RobinBetts thanks for the feedback. Your test is looking very good, did you get to fold them? I went the hard way by manually modeling the Ito with Solidify modifiers and make loops that I repeat with an Array modifier. I have some other minor issues but I'm quite happy with the result I got. I don't know if I can/should post what I did in  the answer to my post.

@줄리앙Julien I'm so sorry to be late with this. I've had time to do little things, but not bigger ones. In mine, virtually no twist in the geometry. All an illusion in the shader, manipulating the UV map. Sure go ahead and post an image of your progress on imgur, and put a link in a comment, or in your question, whichever you feel is best.

@줄리앙Julien  This is getting so late as an answer, the best I can do is chuck you a file :  https://blend-exchange.com/b/yo5XdqNs/  . It includes a GN group which maps any object modelled in the XY plane 1: to the unit square, 2: to the corresponding positions of the selected UV map on a target object. And then thickens along the normals. You may find that useful.

@RobinBetts Hey no worries thank you for sharing your test file! Here is a picture of what I have been working on. I'm pretty happy but my geometry feels terrible and I'm having issues when I apply a texture and depending on the faces it's not going in the same direction as other faces that are around. https://imgur.com/wzQva0l I will take a look at your file


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(Geometry Nodes) Instance on Points: Create Array Of One Object With Random Group Input Values
I have created a Geometry Nodes patch, which is able to switch between multiple Objects (simple number Meshes; Range: 1-8 ; Group Input: "NUMMER") in different types (e.g. Solid Green Look, Wire Frame Look, etc. ; Range: 1-5; Group Input: "TYPE").
These two Group Inputs are Integer values.
I used this patch for animation purposes, because by this method it was pretty easy to place and replace different meshes on one position (by handling only one Object).
My next step was creating an Array out of this interchangeable Object with the Instance on Points Node (on a Grid).
You can see the whole patch I just tried to explain on this image. (The visible switches rely on the Input "TYPE", switching between Node Groups, which contain the real Object Info, relying on the Group Input "NUMMER" using the same "switching" principle as shown here)

What I am trying to achieve now, is to be able to manipulate the "Number Wall" shown above, to consist of random numbers, chosen between Range 1-8, which is defined by Group Input "NUMMER" . It should look like a random matrix.
Do You see any possibility to manipulate the different Instances on this Grid with a random Value in each of their Group Input ?
Or do I need to change the order of my patch to make this operation possible?
I would be pleased, if anyone could solve this!
Thank You :)


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Saving Blender file in the same directory as original file and changing the name
My blender file is saved in a specific directory when I start the project. This location can be anywhere on the computer, so the directory can change.
Example. C:/Documents/MyFile.blend.
My objective is to use a script to automatically save my work in the same directory, as the original.
So, C:/Documents/StepOne.blend.
In the end I want to use this script many different times at strategic points in my workflow.
So, I will end up with.
C:/Documents/MyFile.blend
C:/Documents/StepOne.blend
C:/Documents/StepTwo.blend

etc.

Here is some sample code that does what you want.  You'll have to adapt it to your purpose:
import bpy
import pathlib

blender_file_path = pathlib.Path(bpy.data.filepath)
if bpy.data.filepath == '':
    print('You are working from an unsaved Blend file.  Do you really want to do that?')
else:
    print(f'You are working from file "{blender_file_path.name}"'
        + f' in directory (folder) {blender_file_path.parent}')

new_file_path = blender_file_path.parent / "newfilename.blend"
bpy.ops.wm.save_as_mainfile(filepath=str(new_file_path))

The if statement is meant to demonstrate the difference between working in an unsaved and a saved blend file.  In the unsaved case there is no path.  After the print statement in the then clause you'll need to deal with this, perhaps by setting the filepath to a default path name.
save_as_mainfile saves the current file to the new file name.
You can simplify this code depending on what your purpose is.
Pathlib is a standard Python library introduced in Python 3.4. It is recommended practice in Blender to use it for manipulating file naem instead of os if you don't need features that os provides but pathlib does not.

Marty, can we stop the duplicate version from saving? Now it saves StepOn.blend and  StepOne.blend1. The rest of the script is perfect.

@MichaelTeiniker the backup save feature is a property you can deactivate in the preferences. You can also delete the file afterwards with os.remove(filepath) note you can also change directly a file name with Path(bpy.data.filepath).with_stem("newfilename") instead of Path(bpy.data.filepath).parent / "newfilename.blend". See https://docs.python.org/3/library/pathlib.html#pathlib.PurePath.with_stem


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"CUDA error at cuCtxCreate: Out of memory" Nothing has been changed since the last time I used blender
I'm getting the error in the title even when trying to render just the plain starting cube.  I haven't changed anything in blender since the last time I used it a few months ago when it worked fine.  I have a 1060 6gb and a 770 4gb graphics cards installed.  Won't work in preview or actual render. I started a new blender file; reset factory settings, appended the scene objects to the new file and it worked fine; but if I go into User Preferences and switch to CUDA under the "Cycles Compute Device", it doesn't work again.  Happens on 2.79 and 2.79b  It's faster rendering with CPU than GPU without CUDA enabled. Windows 8.1 Thanks!
-If I uncheck either one of the cards under Cycles Compute device it works.

so cycles is working with one of the cards, but not both. Are you changing anything about the cards, or just the option for the compute device? Do you have them in SLI?

LOL, text based context will never be what we need it to be.  Yes i checked that.

No not SLI and not changing anything


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Can you set a variable in the node editor to check if a light source is hitting a normal?
Can you set a variable in the node editor to check if a light source is hitting a normal and then take the information of which normal are being hit and which ones aren't to change the material?
For example, I have a glass shader, and a diffuse shader. If there is no light  hitting the object it will just be diffuse if light is touching the normal it will turn into a glass shader.
Im trying to see if I can get shadows from a texture by making a shadeless material and having a shadow layer and a lit layer that will mask itself on top of the shadow when light is hitting it this way I can get hand painted shadows.


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Crash after going into wire frame mode 2.8
Has anyone else been crashing in 2.8 once they go into wire frame mode?
I have two different files that do this and every other one is fine
I just realized its only when I snap into either front or side view using the num pad, weird

Not for me. Have had buggy files before. Recommend trying to append objects from broken files into a new file.

Every new file just does the same thing with in a few minutes of being created

Please clarify, question mentions only two files crash.  Comment above suggests, open blender, save as ... crash?  Open blender from a system terminal. See if there is any output before crash or  If there is a crash log /tmp/blender_crash.txt (blender for untitled file, filename otherwise)

... and post in question.  It's near on impossible to answer why your blender crashes, on (n) particular files. My suggestion re appending is salvaging whatever mesh, rig, materials you really want to keep from the rogue files by appending them into a clean shiny new file, (one by one save and test might find the offensive object).  When new to blender it is dead easy to bloat out a file with unused data.   Also since blender 2.8 is such a new beast ( i build from source) look for updates regularly or somewhere to get nightly builds.


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Creating a specular map using point lights?
Im following a tutorial online (can't post it here its paid) and ive got myself stuck.
In the tutorial she says you need to create a secular map by making a black materiel then shining a point light and then baking the light information.
Hers looks something like this

I tried replicating the same effect, I have a Principled BSDF with black but I don't know how to bake it out so its just black and white. The only thing I can get working that exports the light information is Glossy but it leaves these purple and brown artifacts and I have no idea where its getting that.
Any help on how to fix this or get the same type of render results using a similar method?

Even tho its the same method shes using marmoset 3d to make and export the texture im using Blender


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X-ray mode problem
For a ray sensor, I want it to detect object without a specified prop. I will put it as invert. If I use invert with x-ray mode, it will invert the x-ray mode. How can I use x-ray mode to detect an object without a prop?

You can do that by a logic operation and two ray sensors :
1- the first ray sensor detects objects with prop
2- the second ray sensor detects any objects
the objects you  want to detect are any object except the ones that have prop so use the expression :  Ray_2 and Not Ray_1

Thanks, never thought of this this way. I have another issue: I have the ray > python. You have an expression. For this scenario, I'm assuming I put the expression in the script. How would I do this? (I have it where an object will track to the ray.hitObject, the reason I need python) My code is in this problem: http://blender.stackexchange.com/questions/32729/allow-ray-to-see-through-properties

Would this new issue be another question or would you like another answer to your current problem?

@blackhole you should have specified that either in the the question or its tags,BTW you already have the right code :   if (ray.hitObject and not 'prop' in ray.hitObject):

Well, I also thought that was the right code. The problem is, if an object is inside/behind an object with the prop, the ray will not track to it. Thus, I needed x-ray mode but I was using invert, so I had to think of something. I thought of this [question] in hopes of it solving it. Anyways, the code is good but I need x-ray. If I toggle it, it won't work as I have it as invert.

@blackhole X-Ray depends on the prop to decide if it should pass through or stop at this object , i think the easy way would be to add a prop2 to all other objects that don't have prop and set the ray-sensor to look for prop2 in X-Ray mode

I, at first, didn't want to do that as I would have to put a prop on every game object. After some time, I decided to. For some reason, it cannot detect enemies that have to prop. I looked all over it, and I have no idea why.


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Properties won't change?
Here is my code:
import bge
from bge import logic

def property(controller):
    own = controller.owner

controllor = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()

target = scene.objects['Target']
ray = controllor.sensors['Ray']

if (ray.hitObject and 'Collide' in ray.hitObject and not 'Body' in ray.hitObject):
    target.worldPosition = ray.hitPosition
elif (ray.hitObject and 'Collide' in ray.hitObject and 'Body' in ray.hitObject):
    target.worldPosition = ray.hitPosition
    own['Body_Track'] = True

I have not finished with my code, but that is what I made so far. I am trying to make different props true and false depending on what you are aiming at: an object, and enemy (, rest WIP). This is to determine what color bullethole/blood should be added. For some reason, the last line of the code won't work. I always have issues with making multiple outcomes after an if. How can I fix this? Any help is appreciated. Thanks!

I suggest to redesign your code:
import bge

scene = bge.logic.getCurrentScene()
controller = bge.logic.getCurrentController()
owner = controller.owner

raySensor = controller.sensors['Ray']
if raySensor.positive:
    if 'Body' in raySensor.hitObject:
        target = scene.objects['Target']
        target.worldPosition = raySensor.hitPosition

    owner['Body_Track'] = True

Recommendations:

Filter "Collide" at the ray sensors configuration. All hitObjects have a property called "Collide". This way you get much less hitObjects and you do not need to filter by yourself.
No need to import bge and bge.logic. One of them should be enough.
Writing the exact same code several times is a sign of the need to redesign the code.
Nothing in this code ever resets the property "Body_Track". That might lead to confusion.
No call to "property()" - this makes this function obsolete.

Thanks for the code, but I don't understand why it isn't working. The code seems good to me. I have an object, which is the child of the target, and the object stays in its position. It isn't following the rays.

if the properties do not change, the above conditions are not met. Either there is no hit ("Body_Track" would not change), or the hit object has no property "Body" (case sensitive). You can find that out by adding print statements after the condition checks. e.g. print("hitObject", raySensor.hitObject)

I've checked this a million times and it won't work. I tried what you said, but it isn't working and I'm puzzled why.

can you post a demo file?

Well I don't give out my blend files but I just have an empty with a ray and script.

Ah! "from bge import logic" is the issue. I tried changing it back and it worked. Also im trying to have it make a prop "Head_Track" true by duplicating everything after if raySensor.positive: and changing the values.  It doesn't let me use elif, only if, and it makes both props true when only one should be true.

Yes you are right the import statement does not match the usage ... changed

You have own = controller.owner in a function that is never called.
In the case you have shown putting own into a function makes it local to the function, so calling the function still won't set the variable you use later.
The easiest change would be to set own after you set controller

Thanks for the help, but it still isn't working.


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How do I make an object always be a duplicate of anything?
I can duplicate objects, but I need one to be an exact copy of the mesh at all times. That is, whenever object 1 moves because of an animation, gravity, logic, etc, the second will do the same. Other than just making a full duplicate so they have the same logic, how can I do this?

you could do a copy location constraint

Why do you need that?

If you duplicate the object in question using ALT+D as oppose to Shift+D The objects will be linked. Anything done to either object should be reflected with the other(s).
Edit:
Do note wiki.blender.org is a viable resource when looking for information like this.
The entry found here directly pertains to your question.

In addition to Terus' answer, there are several ways to assure that translations of one object are also reflected in another object. These include parenting, constraints and drivers, to name a few.
The simplest solution will be parenting the duplicate to the source (which will be the parent). Select the duplicate, then the source, then press Ctrl + P, then "Parent to Object".
Now, when you move the source, the duplicate will move the same way. This also applies for rigid body sims and animation.
To learn more about the other methods, read about constraints and drivers.

Parent the "follower" object to the object to follow. Unless you animate with armature and shape keys, the follower will inherit all transformations from it's parent.
In case of armatures you treat the follower the same way as other skin meshes by deform parenting them to the armature. Indeed the vertex groups should be set accordingly.


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Ray can't detect sensor objects?
My ray cannot detect a sensor object. I can't make the object anything other than a sensor. How can I have a ray detect sensor objects?

That the definition of a sensor. It can sense, but ultimately can't be sensed. the ultimate physics type for stealth planes. In order for it to be sensed, you need to change it to maybe static, but you can turn ghost on.

Radish of the Opera is right. I'm not sure if this is what you want to do, but in order to detect object with sensor brick, you could just give them adequate property and seek for the objects with this property.

Sensors are not detectable via ray detection.
Typically sensors sense other objects rather then being detected.
Workaround:
Add another object that fills the sensor object. Give it a physics type that can be sensed via ray. Parent it to the sensor (or the other way around). Ensure your sensor ignores this object. This way the ray can detect the new object.


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Not colliding ray?
I have the following code:
import bge
from bge import logic

controllor = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()

target = scene.objects['Target']
ray = controllor.sensors['Ray']

if (ray.hitObject and not 'Fire_False' in ray.hitObject):
    target.worldPosition = ray.hitPosition

This works fine wit all my weapons except melees. The reason for that is the following: bullet holes are added to the target, as that is where the bullet actually is. For melees, you can use a melee in a short range, as in, when you attack, you only attack close. I need to edit this script into where if it [target] is not colliding with anything, a property will be false. The property, if false, means that it [target] should be tracking to an object. How can I achieve this? Any help is appreciated. Thanks!
ALSO: For ease, I just need a prop to be false when not colliding.

If all you want to do is change a property called  "hit":
import bge
cont = bge.logic.getCurrentController()
ray = cont.sensors['Ray']
if not ray.hitObject:
    cont.owner['hit'] = False
elif ray.hitObject and not 'Fire_False' in ray.hitObject:
    cont.owner['hit'] = True

Here is the full code to move your target object to the location of the ray hit or the closest melee enemy.
You will need to add an Always sensor with true level triggering, plugged in to your script along with the ray sensor. Add a game property to all of your melee enemies called "melee_target."
import bge

cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()

target = scene.objects['Target']

allMelee = [o for o in scene.objects if "melee_target" in o]
allMelee.sort(key=lambda o: cont.owner.getDistanceTo(o))

ray = cont.sensors['Ray']
if not ray.hitObject:
    target.worldPosition = allMelee[0].worldPosition
elif ray.hitObject and not 'Fire_False' in ray.hitObject:
    target.worldPosition = ray.hitPosition

First the simple part if not ray.hitObject means if the ray is not hitting anything.
The allMelee variable line is looping through all the objects in the scene and if they have the property of melee_target then they are added to the "allMelee" list.
allMelee.sort(key=lambda o: cont.owner.getDistanceTo(o))
is sorting the list of melee enemies in the order of closest to farthest away from the object the script is on.
Last thing to do is move the target object to that location of the closest melee, that is done with this line
target.worldPosition = allMelee[0].worldPosition.
allMelee[0] is taking the first object out of the list (and thus the closest)
Thank you to Goran Milovanovic who first showed me how to get and sort a list of game objects.


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Similar to "Echo All commands" in Blender?
Is there a way to see which python codes or methods run when I press a hotkey ?
eg I Press "ö" and some action happens. and I don't know what it is.
(also Preferences > KeyMap > Key-Binding Filter filters empty.)
I checked python console log and it shows nothing.
any blender console mode something like Maya's mel script editor's History > Echo All commands
?

If you switch to the Scripting workspace the info panel shows most operators running as you use them. If you want every single one to show then you have to enable show all operators.


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IntProperty in panel without key/animatable (dot) icon
Developing an addon for blender.
how can I remove the animate(keyable) symbol right here as arrow2 shows ?
I have another addon that somehow IntProperty (as arrow1 shows) does not have that animate key button.
both are same. one has keyable icon that I don't want other already doesn't have.
I want Padding IntProperty without keyable/animatable (dot icon)
but how?

Linked Q&A is the inverse of your question but I think you can manage to set it to False instead of True ;) Cheers


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Moving and looping/repeating a straight object (road)
I would like to loop a street object i have. It's essentially just a plane with an image texture. I need to move the street on the y axis and loop / repeat it.
Most tutorials i've seen use curves, but my vision is that it's a straight road, not a curved one. I tried a few things myself including keyframing a second road to spawn in when the first one ends, without success though. I can't wrap my head around how i could possibly repeat / loop it without using the array modifier with a lot of repetitions.
Is there an easier way to do this then my approach so far? All the help i found use a curved road with curves, so it's much easier to just rotate to loop it but that's not my vision for this project. Thanks
Visual Explanation:

Here's an example using Geometry Nodes.
The idea is that you take a mesh line, make it into points and instance a plane on each of those points. You then use the Position, subtracted from the Frame Number (Scene time) and use that to "move the points" along the X axis (or Y for your project), making the last (farthest) one disappear, and a new one (closest) appear as it goes along. As long as you keep the camera view between the endpoints, it will seem to be infinitely scrolling. I reduced the speed by dividing the Frame Number by 25 (though you can use any number you want - smaller = faster).

For your texture to work, you will need to use the UV map from the initial grid (plane) and apply it as a UV map to the Group Output, so it maps each plane separately (works best with repeatable textures). If you need to use one texture for the "whole" road at once, there are ways of doing it, just a bit more complicated.
The "special" UV map must be added as a UV attribute in the Shading graph as a base vector for your textures (instead of a generic UV coordinate), and you must also select your UV map from the Output section of the Geometry nodes Modifier.

I know it can be kind of hard to figure out from just an image, so I'll include and example .blend file for you to examine.
File is here -

You could keep the camera still, array your setup as much as necessary, move it forwards:

To make sure that the last image will be the same as the first you can snap the object to the grid for example:

And as Markus says, use a Linear interpolation for the movement.

And an easy and convenient way to achieve the seamless loop is to make the interpolation linear (no ease in/ease out), set the minimum frame to 1 (default), maximum frame to x, and synchronize the positions to be perceptively the same on frames 0 and x.


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Duplicating/Mirroring Object breaks the shading
After duplicating/mirroring one side of my object, the shading gets broken and the texturing is not even whatsoever and I have no idea as to why this is.
I've tried:

Recalculating the normals
Applying scale
Deleting overlapping verts
Checking for any unnecessary faces
Backface Culling my material
Checking the face orientation of the normals
Deleting any unnecessary Geometrical Data
Duplicating and rotating the object
Mirroring the object

Nothing so far has worked, and I have no idea as to why my meshes shading is broken. Any tips/tricks to help fix this would be greatly appreciated!
Blender File: https://drive.google.com/file/d/1yTbc5c0g2Rn-PMqOWnKklOttfrz65dip/view?usp=sharing

Hello, have you checked any inner face? maybe share your file?

have you recalculated the normals after applying the scale?

@moonboots I have; there seemed to be nothing unless I missed something. I also put a link to my file in the post!

@FrederikSteinmetz yes, I've tried that and everything else even after applying scale.

You've shaded smooth, Blender smoothes between the large faces and the adjacent ones (the ones of the bevel), therefore this bad shading. If you want to avoid that, you can simply inset these faces, now their adjacent faces are co-planar, there won't be any smoothing between these insets and the adjacent faces:


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Adjust Last Operation Panel No longer appearing
After using an animation my A.L.O panel box no longer appears at all. Creating a cylinder etc no longer brings up the option in the bottom left, I can use the adjust last operation function but Ideally need to bring the original operator box back up
I've also checked in preferences > system > Global undo and this is checked.
Downloaded the 3.6 alpha and it's working in there, until I load my save file.
Anyone have any ideas?

are you sure that you're not doing an action just after the one you want to correct? Also, you can still try F9 if you can't see the box

Nope, opened blender. timeline is showing at the bottom. No operations box when creating a new object even when closing the timeline down. F9 works to open the box but yet another button to press during workflow.

Yeah, I've reinstalled Blender twice. It's not there in any New>General options at all which makes me think it's something to do with preferences that have been changed

Nope check op, I've already looked into it. I've removed the files in appdata and done fresh installs but still remains the same. Checked the userpref.blend and startup.blend also.
It's saving the preferences somewhere else despite deleting the above files.

Solved
Needed to click the modelling tab at the top.

That also resets the setting in the view menu.

Well.. not exactly resets, but it's saved in the Modelling workspace as enabled, if you disabled it in that workspace, it would be saved as disabled and the panel would not show in Modelling workspace as well.

You can enable or disable it in the View menu, in the header of 3D Viewport:

This setting is saved with the file with other UI settings.

Exactly, it is saved with a file and can be saved with the startup file. So if he probably saved the startup file with this option disabled this would explain why the function is missing even when creating a new file with New > General.


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Cannot execute boolean operation
http://pasteall.org/blend/index.php?id=50320
I am using the testing ring as the difference (what I am removing)
The plane (haven't got to naming it) as the subject (Be removed from)
It won't let me use the modifier. I have tried recalculating the normals I have also tried it without the face in the center of the testing ring extruding the bottom face of the plane and and the testing ring by zero
Would appreciate the help!
https://i.sstatic.net/RYbRd.jpg

If you elaborate on what you have tried and what you are shooting for (pictures help), you will find better engagement with your question.

well, the boolean works but your topology is very bad, a lot of faces overlapping etc...

I agree with moonboots

#Kirbinator Sorry I added that info now (well the best I could) #Moonboots and WhatAMesh well what do you suggest I do?

@CarolineLewis If you want to notify user use @ before his name (not #)

@Crantisz Sorry I'll do that from now on. Thanks for letting me know

Boolean modifier works with volumes, It will not work with 2D shapes, flat forms, one-sided geometry.
So first, you need to add some volume to your object:

So, I guess, you have a trouble with proportional editing is on, turn it off by pressing O and move one face up to make a volume. And select all and press Ctrl+ N just to make sure, that normals are correct.
Then edit a ring. Remove central faces inside the ring and add 2 face on top and the bottom like this:

This makes you boolean works.


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Improve texture rendering
I cannot understand why my rendering looks so fake.
Can you give me your advices ?

Here it is nodes shader :

EDIT :
I would like to get this object modeled

hello, it would help to know what object you're trying to achieve, do you have a picture?

I have updated my post, thank you @moonboots

these are columns, your object seems flat. Apart from that, your object looks like modern, clean and brand new plastic or metal, while what you show is old stone monument, so it needs much more bump, spots, accidents, etc...

Okay thank you for your avices. Would you agree to receive my file to apply your advices and show me ?

maybe check this for the texture: https://blender.stackexchange.com/questions/5699/creating-a-procedural-stone-texture ... also, you need to create some real bumps on your topology (you can use the Sculpt mode for that)

It's super nice @moonboots Thanks again !


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NLA settings, or why isn't an action being executed?
As part of a multi-scene short film project (using Blender 4.2.1), I have a (Rigify rigged) character that does a named action which has been pushed on to the NLA stack (in fact, multiple versions of it have been pushed on to the stack). Everything was going fine until, at some point, I decided to edit the action and add some more keyframes to it. This I did, and then pushed the edited version on to the NLA stack for the character's armature. To be honest, I can't remember if I loaded the action into the action editor and then pushed it on to the NLA, or whether I merely selected the most recent, top-most version and edited it while in "tweak mode". In either case, immediately afterward Blender stopped executing the action, I cannot figure out why, and am at a complete standstill.
If I select the action from the topmost strip and hit tab to go in to tweak mode, I can see all the keyframes:

However, whether I tab out of editing mode or merely hit "x" in the action editor, or open it in the action editor and then push it down again, the result is the same, namely that none of the NLA strips for the armature are executed. When not editing the action (which is named 'Glinda Rig Action'), it looks like the top action should be executed. Yet when I scrub through the timeline, nothing.
In the outliner, I can see the multiple versions of 'Glinda Rig Action' that are stored in the NLA.

Is there a setting which I've accidentally toggled? Is this a bug?
I have made a stripped down blend file version which contains just the character armature, one scene, and the action strips I've shown in the images above. If anyone is will to take a look at it...thank you! Triple thanks if you fine a solution!
Stripped down blender file containing the rig and action strip which won't execute.(previous link was restricted--this one should be good). (88.5 Mb)
Thanks
RonE

hello, your link asks for an authorization   ;)

I'm not sure what you mean, it seems to work fine, she moves her arms and everything...

I'm embarrassed to say it, but it now works for me as well! I promise I'm not (too) crazy! The only difference between yesterday and today is that I closed and restarted Blender before loading the file, as opposed to switching files without first exiting from Blender.. I guess I'd assumed that when a new blend file is loaded, that everything inside Blender would be reset to it's default state, or rather to the state specified in the newly opened blend file. Could be a garbage collection issue. Thank you @moonboots for looking in iit.

The solution appears to be that Blender needed to be restarted!

OK, great then............   ;)


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Grease pencil stroke wont show while the pen is down
Edit: Ok so actually I just noticed the stokes wont show up when its over any kind of 3d object. So like if I have a monkey on screen and im trying to outline the face the stokes wont show up until after I let go, but in open space its fine. Does anyone know how to fix this? Its not the way the GP line is layered its in front of the object
The Grease pencil in 2.8 seems to not show itself when using my drawing tablet until after I lift my pen but with the mouse the stroke is normal
So ill draw a line and not know where its going because of it being invisible which throws my lines off.
Anyone know whats going on?

I faced the same problem as well. It is quiet annoying. The solution I found is :
Install the latest blender 2.8 version and try drawing over the 3D object. If the problem persists add a new stroke or grease pencil from object mode and draw on that new stroke/ grease pencil. Adding a new stroke/greasepencil worked for me.

I had a similar problem. In my case 3d-cursor was too close to the camera when i add new GP object. This is was the reason for this "glitch". The solution was to set transform value to 0 for GP object.

I'm not sure if you made the same mistake I did, but I made two errors:

The Viewport shading option I chose was "Wireframe", which seems to only show the stroke once it's complete, instead of something like "Solid", which shows the live rendering with proper shading. I suspect you specific issue is this, in which case, you can fix it by clicking on the solid circle icon on the top right corner of the view.
In my case, I also wasn't zoomed in sufficiently, and so in Solid shading, the lines were too fine to be seen when zoomed out.


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How do you control an edge loops direction?
I need to learn how to control edge loops.
I want to get this edge loop to go downward to the bottom faces but instead its tailing off to the side.
I love box modeling but I keep finding myself stuck in these types of situations where im either focusing on the edge flow and sacrificing how the model looks or ill use the knife tool to cut up nice looking shapes but then have to solve the edge loop puzzle I made for myself.
Is there a way I can understand how to solve these issues myself or a tool that can help set edge flow more easily? Maybe like the poly strip tool from RetopoFlow but instead of adding geometry on top of a different mesh its making cuts top of it instead?
https://s3.amazonaws.com/markets-rails/uploads%2F1533048649070-rf-2.0_polystrips.gif
Edit: I was looking for a more general answer on 'How do you control where the edge flows' I don't normally leave engon. This was something I slapped together really fast as an example. Heres something I use more often.
How would you get this edge loop to turn where you need it to without messing up the shape of the face? This kind of thing happens a lot.

Hello :). Edge rings work best with quad faces. When using n-gons, Blender doesn't know which way to continue the loop. Use quads wherever you can, and your modeling will get considerable easier.

You can´t do that kind of edgeloop because that is not a loop of polygons so the best thing you could do is insert both edgeloops and the join the vertices to get the loop as you want or use knife tool wich is really helpfull for that
To get smth like this...

To learn how to lay out topology correctly I recommend having the volume solved first like doing a retopology of a sculted head so you can focus first on shape and then topology.

I know it's not an answer you are waiting for, but maybe use subdivision for edges of those bottom faces, and then move points with "vertex slide"? And then connect vertices with edge making?


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How to get really defined plane changes?
Im trying to do some anatomy practice and I really want to get these types of sharp plane changes on my figures like this image below

I think I have the anatomy and topology right but I can't figure out how to bring out those sharp edges and obvious plane shifts. Anyone know how to do this?

Edit: I mostly box module so a non sculpt mode solution would be preferred

I'm not sure why you want to use an already made head, I would redo it from scratch, using the first picture as a background

Sculpt with flatten?

That's best done with sculpting. Results on the photo usually are achieved with Trim Dynamic brush in ZBrush. In Blender Scrape / Peaks brush can be thought as its alternative. See https://www.youtube.com/watch?v=YKPrGh1HTog. Topology on the screenshot likely won't do due to high unevenness of faces, I'd sculpt either with Dyntopo or rebuild lowpoly

Even though you are using subsurf and manually poly modelling, you can still use sculpt mode and its tools to shape/edit the mesh, without damaging the topology at all, so long as you don't enable DynTopo.
Maybe you've not ventured into 'hard surface modelling', but perhaps surprisingly, that's where I found the kind of techniques you seem to be looking for - i.e. high poly subsurfed machine shapes which have abrupt seams / holes with nice edging - you may find that's closely related to this question.
To create those crisp edges, you need to deliberately counteract the smoothness the subsurf is giving. So, first you need edgeloops running along the lines where you want that sharp delineation. Then, crucially, you need to sharpen that edge so it isn't rounded out by subsurf - either by adding another loop cut on either side of it, or by adding edge creasing.
Extra loop cuts: (pulled in close to define the turn) - are my favoured method. Typically you need two new loop cuts, one on either side of the corner loop, in order to 'pinch' it sharp enough. This does let you individually tweak either side of that corner individually, with edge slide (g,g). The downside is you do have more geometry to deal with, and 'less clear' topology in some sense.
Edge creasing: (shift-e, move cursor outward, click to confirm) can be more easily taken back out (and doesn't upset your other topology) but it doesn't offer as much control, and in order to create corners properly you often have to mess around setting crease amounts on loops that aren't really ones you'd want to crease.

I suppose you could make the edge-loops editable as well as the creases, in something like this, by introducing them as a Bevel modifier, by weight?

Haven't tried that myself, but that's a really interesting idea. I'm not sure how nicely the bevel modifier would work on an organic head shape (pinching corners/topology changing based on angles affected by subsurf?) but ... yes. It could be a little clunky as a workflow to have to keep switching between edit mode and vertex weight paint to control the bevel... but if the benefit is a cleaner main mesh - yeah, can totally see it.

I suggest that you select the edges you want sharpened, press n to access the panel it brings up (if anyone knows what it is called, that would be helpful) and under edge data you will find a value called crease.  increase this, and you might get the effect your looking for.
I hope this helps.


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How do I use a map or node as a mask?
I want to use an AO node as a mask for a different texture, as in I want the AO node to be a factor for 100% opacity in the white areas and lower in the dark until full black equals zero.
Im not talking about using a stencil or anything to do with texture painting as I want this to be procedural.
How would you set up a mask using nodes?
https://preview.redd.it/h8czrfosnw141.png?width=1362&format=png&auto=webp&s=73506d0f8cabd3f4b27a7bcd8b08795a5531a9fb
Ive been trying to use the Mix RGB as a mask the only issue is it washes the colors out.
So lets say I have this brick texture  and I want to control its opacity based on an image texture or a AO node so I made an AO node with a color ramp to include a white and black area. I want pure black to be zero opacity pure white to be 100% opacity. So the face should be all brick and the dark parts of the neck should have nothing under it right?

I mix the two using the AO as a foreground and fac, and the background is  the brick. It works sort of but the colors are washed out and I would like the AO to be nothing but an alpha mask but the black values still stay. Ive used every blend type with similar results and ive used both color and aplha from the AO color ram as my mix node fac.
The best example I can give is doing this in Substance painter is pretty simple I have my AO map
And then I have just a red fill layer under it and the AO black areas are used for opacity. I basically just want this kind of masking with a Blender node set up

So have you tried to plug the AO node into the factor of a Mix Shader?

So can you only do this with a Mix shader? I need to make multiple Mix RGB masks.
I tried doing this with the AO in the mix shader factor but it doesn't work as a proper mask it washes the color out of the image its trying to mask out.

I'm not sure what you mean, it does work as a proper mask, what problem have you met?

I edited the post to try and make it more clear.  Let me know if its still confusing

Your nodes setup is not good, you're actually mixing a grey color (in the MixRGB Color1 socket) with your brick pattern, it gives a grey brick pattern. Also you should put a Diffuse before your Output. I propose this solution which uses the AO as a mask between your brick pattern and the dark color you want to give in the folds of the shape:

Ah ok, yeah this works great thank you.


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Rigify elbow doesn't rotate fully
I'm trying to rotate the elbow of a character I imported from Daz to Blender. For some reason the rotation stops when the angle reaches 90 degrees between the bones and I can't rotate it more. I tried to remove all the constraints but to no avail.
I tried to edit the armature but for some reason it didn't move at all.

hello maybe share your armature (upload your file and copy paste the URL it will generate): https://pasteall.org/blend/

I uploaded the blend file to this address: https://pasteall.org/blend/6f85df765d794232826f596a34ecd0a4
Notice that the left elbow doesn't fully rotate.

This DAZ rig has some additional bone constraints that the unmodified Rigify rig does not have.
If there are bone constraints on the bones of the metarig then Rigify uses them for the generated rig. It copies the metarig to layer 30. These bones become the ORG- bones. Then, among other things, the FK control bones are generated, which also receive the bone constraints of the original bones.
The DEF- bones deform the mesh and the control bones control the DEF- bones at the end. But between this relationship, there are several layers with other bones like MCH-, Tweak, and ORG-, and numerous bone constraints that copy the transformations, as well as Child-Of constraints and Parent relationships that also affect the transformations.
Now you have turned off the bone constraints for the FK control bones that limit their rotation, but the other bone constraints are still active for the ORG- bones, which are involved in controlling the DEF- bones. So the bone constraints on the ORG- bones still restrict the rotation of the arms.

The solution is to disable the Limit Rotation bone constraints of the ORG- bones as well. The bones are ORG-forearm.L and ORG-upper_arm.L by name for the left arm, and *.R for the right arm. They are on the last bone layer. The "eye icon" enables/disables the bone constraint.

It worked! thanks


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Where to find older versions of Blender?
I have got the "Blender for Dummies" book from late 2016 and would like to ask where to find an appropriate old version of Blender?

Here are the official links for old Blender releases:

https://download.blender.org/release/
https://www.blender.org/download/releases/


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How can I animate a strap attached to a buckle
This is my first post here, so please be gentle if I forgot information or I have to ask a question twice ... :)
I am still trying to find my way around in Blender, but here I am at my limit:
I have a buckle mechanism, that I animated in Blender which worked just fine (please take a look at the attached video)
But I have to attach a strap to that buckle, which follows the movement of the opening buckle.
I tried to do this via parenting vertex of the strap in Edit mode to parts of the buckle.
I did this for either side, but:
a) as you can see in the video, the strap disregarded the parenting I did first on the other side.
b) the strap would also need to behave more like a cloth. In reality the strap is kind of a seatbelt material, so it is somewhat stiff, yet still flexible to a degree.
As for my model: the buckle is imported CAD data. Original files are STEP files. The data is triangulated.
The strap I created in Blender using a plane. I used a Solidify and a SubD modifier, not yet applied.
As for the behavement of the strap, I was considering using shape keys.
so my questions are:

how can I attach both sides of the strap to the buckle?
how can I create a somewhat more realistic movement/ behaviour of the strap?

Thanks a lot upfront ! This forum has helped me a ton getting into Blender, just by silently following and I think this is a great community !!
best
Fryday

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

it would help if you provide your blend file. If you don't want that, try to simplify your blend file and provide that so we can help you better. and....a person who made such an animation is NOT a noob....stop lying! ;)

Hello Ramos, sorry I tried to improve the post and added two gifs, which I think are necessary to understand the problem. Hope that is better now!

Hello Chris, thanks for your comment and kindness :) I have no problems and sharing the file, but how would I do that ?

just open https://blend-exchange.com/ and follow instructions -> paste the "url" you get into your question

You can attach the belt to the buckle with a pin group. Add the vertices of both ends of the belt to a vertex group and call it "Pin" or what you like. Then set this vertex group in the Cloth settings in Shape > Pin Group. This excludes the assigned vertices from the cloth sim and you can animate them. Have you considered using a rig for the animation?

sorry, it took me a couple of days to get back here!

I am thankful for your help, Blunder... this lead me into the right direction!


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Soft Body Physics problems
Every time I use a cube and apply soft body physics to it the cube goes through the object  first and then deforms as if it has collided with the object
It drops, goes through the object   and then  deforms. No  matter what I do or how many times i have subdivided the surface, used the solver settings , it always does it. As a matter of fact it does it with a uv sphere as well. Is it just my computer processor or is it  an  issue with one  of the settings.

I would either include your blend file via the blend-exchange upload (copy/paste the resulting text into an edit of your question) or include screenshot of your collision object Collision modifier settings.  There's not much information here -- including not enough of a screenshot of your SB parameters.  More info == quicker solution.

the cube (well, sphere in your file) has Soft Body and Rigid Body physics on it. This seems to confuse the collision detection. Probably because both physics have their own collision detections (Soft Body -> objects with Collision modifier/physics <=> Rigid Body -> other rigid objects). Remove the Rigid Body physics and it will work.

Thankyou , all solved


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Rigging - How do you preserve the belly volume of a chubby character?
I am facing an unusual problem while rigging an obese/fat character. Please find the screenshots (here the term ‘obese’ is used to point out that the issue is only arising for this kind of character shape only and don’t consider this otherwise please).
When the character is seated, its belly portion is getting into its body. I did plenty of rigging with many other normal characters, however, did not find this kind of unusual issue.
I am also providing a google drive link to the Blend file.
https://drive.google.com/file/d/1LH5WHLuImztqtofeSi2AK7oXZXncrwuq/view?usp=sharing

For this big guy, I would add an extra bone that preserves the volume of his impressive belly.
This works in a similar way to the chest bones. You have probably removed these bones but in fact, I would restore them so that this male character can also take a deep breath, stick out his chest and pull in his belly to impress women. (It's a bit hard to do this with only the belly bone).
Scale and move the new belly bone to control the abdominal fat.
How to Add the Belly Bone to the Metarig
Just copy the second spine bone (spine.001), rotate it and align it to the belly. Make sure it's on the bone layer that you want (1) and the parent relationship is correct (2). You need to be in Edit mode to change this setting.
In Pose mode, make sure you select the Rigify Type basic.super_copy (3) and, last but not least, use the Options of it to generate a control bone for it (4). Then re-generate the animation rig with the Rigify button.
Customization of the Metarig
The control bone for the belly (yellow circle) might be hidden inside the character. In this case, you can adjust the Viewport Display > Translation Y value of this bone to move it outside.
Adjusting the position of the control bone
How to Fix the Hole in Crotch Area
The shirt and the pants of this character are loose mesh parts and not connected. The calculation of the Automatic Weights does not work very well in this case. When the character sits down, a large hole opens in the crotch area.
To fix this, I've duplicated the model, remeshed it, and bound the dummy to the rig with Automatic Weights. Finally, I've transferred the weights back to the original model. For details, have a look at this question & answer: Armature with automatic weights using Rigify failed

You are rocks. Your suggestion works great. Kindly, advise me a little further. If such issue of belly is happened at the butt area, then what bone is to be used in butt portion, in place of spine.001 that was used for belly portion?

Hi, glad it works for you. Sorry. I've missed the question. For a big butt, you could add two additional bones, one for each buttock. Honestly, I have never had a character that had such a big butt :D But I probably would duplicate the Pelvis bones. It doesn't matter if you add a new bone or duplicate an existing bone. Just make sure to name it properly and that it has the correct parent-child relationship.


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Texture that doesn't get affected by scaling?
I have a simple plane that acts as a health bar in my HUD. I am putting a texture on it, but when the plane scales down the texture also does. How can I have the texture not affected by scaling? Thanks!

I was able to do that with Texture/Mapping/Coordinates set to global.


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How to change weight of an object in BGE?
I know some ways to change how quickly an object can we affected [traslation] and such, but how can I change the overall weight so it gets affected differently by gravity?

Realtime mass changes can be accomplished with the "Edit Object" actuator (my fav) set to Dynamics>Set Mass.

However, this still doesn't make the object fall faster(Galileo found this ~a long time ago :D)! think, what is gravity, it's a force, right? So applying more force means an object falls faster. If an object is dynamic or rigid body, you get alot more buttons to play with under "Motion". Try adding a force on the -Z axis, remember, 9.80 = 1G. Make sure to uncheck the "L" for local; that way you fall down, not toward your feet. Although they are sometimes the same place, if the player gets flipped, you have problems.

This isn't getting my character to fall any faster, thank you for the help though.

oh, yeah, i was just posting that as a compliment to @gandalf3 s answer

@blackhole is your character a dynamic or rigid-body physics type?

Dynamic, I thought it would be the same for rigid-body though, I am looking to apply this for both.

If it's RigidBody or Dynamic, you could add a motion actuator set to force and just specify how powerful you want it to fall. Adding to answer

@blackhole editted

Heavier objects don't fall faster, so you shouldn't be changing the mass. instead decrease the damping factor ( which is like air resistance when falling ) and the object will go faster. also if there is a way to change the gravitational force effect on this object it would work if you increase it.

This is just damping. It makes the effect of it being heavier, but now the object slides a ton. I can get the object only a little bit heavier too. Thank you though.

to solve the sliding, turn up friction in the material physics tab. As for teh "I can only get it a little heavier" this needs an amendment of the entire scene, turn up gravity and damping on everything else by the same ratio, but leave your fall-fast obj damping at 0.

Change the Mass in Properties > Physics:

I've already tried that, it doesn't seem to affect the object. Any suggestions?

@blackhole In what way do you want the object to be affected?

@blackhole Do you mean that you want to make it fall faster?

@Denis yes, I would like it to fall faster.

@blackhole The speed at which objects fall doesn't depend on their weight; it depends on the aerodynamics of the object in question (assuming the object is falling through air).


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How to add current state to history by script?
I'd like to know how can I add current blender state to history stack over script? Thanks

Its functionality is limited, but bpy.ops.ed.undo_push() may give you close to what you're looking for.


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How to get 'Keep UV and edit mode mesh in sync' UV vertices
I'm trying to switch from Keep UV and edit mode mesh in sync, but keep the UV selection. After switching sync off, I also trigger mesh.select_all to make it visible from UV editor, but there are two different selections for both non sync and sync mode.
The selection I did before entering sync mode is still there after making a different selection and then exiting sync mode.
How could I access the sync mode vertices to get the selection and make it the same in non sync mode?

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Blender crashes when manipulating a large number of vertices with proportional editing enabled
I have a sculpture with 250,000 vertices and I select the head (70,000 vertices) I would like to rotate the head 12 degrees around the z axis with proportional editing enabled so the neck and upper torso twist with it, when I do this Blender crashes on my computer. Is there any way around this problem? One way that seems to work is to deselect 95% of the vertices on the head, the trouble is I only know how to do this one vertice at a time!

Maybe you coud add an armature to the model and use it to move the head. Then you could apply the armature modifier.

why don't you use bones to move a head?

I could do that in this example but I run into this problem constantly when I want to add small changes to a sculpture that I have almost finished

try to activate VBOs in user preferences, system tab

I tried that and blender crashed again, I've no idea what a VBO is!

Maybe try with lattice modifier?

VBO means Vertex Buffer Object. It's a method use in openGL (viewport) to store geometry information. This option can make the viewport faster. Not enough in your case. Did u deactivate any subsurf/multires visibility?

Yeah! a lattice modifier would suit my work flow in most cases, this one included but I would still like to be able to use the proportional editing tool if possible, I come from the real world of clay and wax where you can do these things no problem and I am new to Blender.

You also could try to move the most part of the head without Proportionnal Editing and finish the job hiding the moved vertices, selecting the neck and move it with PE. This will move far less vertices.

That would work too but I would still love to be able to select a bunch of vertices then deselect 95% of them, if that is not possible and there is no other way to use proportional editing I will be content to use a combination of all these ideas to do the final tweaks

Do you know the "C", "B" and Ctrl+left click selection modes?

OK I've got it sorted, I did a random select set to 1% and then deselected with C all the vertices except for those of the head.The head rotated with PE with barely a lag!

good to know! thx for sharing

It would probably be better to use a lattice modifier but if you wish to deselect vertices the following method seems to work for this example. Select the area you wish to manipulate then go to the 3D viewport header choose: Select > Random, go to the bottom of the tool shelf: enter Percent> 99% (for example) and Action> Deselect.You may need to add a few vertices to fill in any gaps. You can now manipulate using the proportional editing tool set to a largeish fall off without unwelcome lag or crashes.