text:
Why does my object increase and deform when i first select the object, then the armature and afterwards go to Set Parent With Automatic Weights?
Recently i've downloaded the Minecraft-Character-Rig from Rymdnisse, but i was a bit unsatisfied with the the backbone of the armature (it had altogether only 2 bones). At the beginning it wasn't possible for me to rotate the pelvis. But i was able to solve it. However, the upper body was affected too heavily, so i had to add another bone. So i selected the bone for the lower body in Edit-mode, pressed W and subdivided it once. Then i adjusted my modification (Clear Parent etc.) so that everything works fine.
But there was one problem. i had to adjust the weights for the three bones that had been affected by this modification, otherwise nothing would have been changed.
Therefore i first selected the object, then the armature and afterwards i selected with ctrl + P Set Parent to / With Automatic Weights, but there was a very strange result. The whole body was increased ~10 times, shifted a bit down and two places were completely deformed.
I also tried to use Set Parent to / With Envelope Weights or With Empty Groups, but the result remained the same. Even after i've deleted all Vertex Groups, Physics, Modifiers and Shape Keys, the result was still the same. So i conclude that there might be a problem with the object, but i'm not sure about it.
How am i able to solve this problem or are there any other options to adjust the Weights properly (but not manually since it's not very accurate)?
Here is the Minecraft-Rig i've used: https://rymdnisse.net/downloads.html (i've used this file: Minecraft_Character_Rig.blend )

This is the object with my modification (3 bones now).

Here is the object after i selected Set Parent to... (Head and armature remain in the same place.

Before parenting, apply the scale (Ctrl+A) to both your rig and your character.

Thank you, now it seems to work. But somehow the weight-distribution is a bit strange. Let's use for example the bone in the middle of the character. The strength in the middle of that bone is the highest, then decreases. It's like a circle. Was this to be expected? If yes, is there a possibility to copy the weights from another bone?


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Why does my river change itself into a big, flat (with some bumps) square when i use the ocean modifier?
I already tried to apply the scale, but unfortunately nothing's changed. How can i fix this problem?

By default, the Ocean modifier is set to generate its own geometry and discard whatever you're applying it on.
To have it use your existing geometry, just Generate to Displace:

source: Stack Exchange

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

sort: votes


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How can i download/install the Motion Trail-addon (svn-download)?
I tried to download it on this page, but after clicking on the link next to SVN Download i was redirected to another page with 3 other links. After clicking them i was redirected to a new page with a whole bunch of new links. So i realized that i needed to install SVN (Subversion) for my Mac, but after i've done it successfully, i still don't know what to do.
How can i install this addon using Subversion or is there another way to do it?

Try downloading it from their website instead. It seems blender's switch to git may have messed up that link slightly

@gandalf3 It's the same thing on the website.

Thank you. I was able to download and install it (a new tool appeared on the left screen. But somehow Blender crashes when i click on the 'enable motion trail'-button. Was it right to install all 3 files simultaneously?

While blender has moved it's revision control to git nearly two years ago, you can still find links to the old svn repository, even on blender's own wiki.
While blender's source code is split into four repositories and there are a few other repositories for related projects the one that most users would be interested in is the Add-ons Contrib which can now be found here, where you can also find the git command to download the entire repo. The contrib repo is a collection of semi-official addons that haven't been accepted into the official releases of blender. The old links that you find starting with projects.blender.org or svn.blender.org that have /contrib/ in the path can now be found at developer.blender.org/diffusion/BAC
Now specifically for the addon you mention, the multiple links on the page are different versions of the same addon submitted during it's review process, the addon is contained in one file, the issue you have may be from different versions conflicting or an older version loading first and preventing the new one loading. Remove the older files so that only one new version is installed.
Near the top of an addon script you will find bl_info = { followed by a list of values, the one you are interested in is "version" -
bl_info = {
    ...
    "version": (3, 1, 2),
    ...

only keep the one with the highest version.

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


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How can I render a fire and smoke simulation in Cycles with alpha channel?
How can I render a fire and smoke simulation in the Cycles render, with alpha channel for further compositing?

There is a very nice tutorial about working a sandstorm with smoke simulation here https://www.youtube.com/watch?v=pzgrK3mnq9o

Related - http://blender.stackexchange.com/questions/32900/how-to-properly-render-smoke-on-a-transparent-background and this - http://blender.stackexchange.com/questions/41574/render-semi-transparent-volume-with-cycles


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How to create a water man?
I need to make an animated man made out of water.
Water should be dynamic (so it must flow smoothly, keeping body shape). Drops of water should drain away from the human body and dripping on the floor. And this model should be animated (this person should move).
Something like this (but more photorealistic) https://youtu.be/WruTNnF6Ztg?t=40s
Any ideas? Maybe there are tutorials, using which it is possible to create something like this?
Thank you very much in advance!

Hmmm... I'm not sure how to answer that. You could try making a fluid simulation with several emitters and make a hollow mesh of a man with a translucent material. For the water drops falling out you could probably set up a particle system. Unfortunately, I doubt anyone will explain how they found out how to do exactly what you want. Sometimes it's better to ask questions like "how can I animate water in complex shapes" and apply what you're told to solve the problem.

Not sure how that wasmade, probably using a mesh as a force field to attrack the fluid to it's surface. Perhaps start by learning more basic fluid simulations and then gradually advance until your reach that level of complexity Try this http://blender.stackexchange.com/questions/49199/water-ripples-waves-on-the-surface-of-an-object/49216#49216 or this https://www.google.com/search?q=blender+fluid+simulation&tbm=vid also check the Blender Manual https://www.blender.org/manual/physics/fluid/index.html

@SilverRain Thank you, i will be more precise in future questions.

@DuarteFarrajotaRamos Thank you very much for the links!


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Moving nodes between scenes

How to move a node group from one scene to another?
Is it possible to move a shader node tree from one scene to another, or for that I have to merge the nodes in a group?
Thanks in advance!

To create a new scene with the same nodes, click on 'plus' icon and choose the Link Object Data option.

If you have two different scenes, you can copy the nodes from one to another. Select them and copy with Ctrl+C, then paste to the new scene.

In every scene you have the access to the all created material nodes. Just click on material browser and choose the desired material.


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Strange distortion of the image after rendering
When I look at the scene in the "rendered" mode everything is OK,

but when I render image to png file, I get this strange distortion.

Why is this happening and how to fix it?

what modifiers do you have on the model?

@Denis Good question :) I forgot that I was experimenting with Simple deform modifier on the ocean, and forgot to remove it. Thank you! If you add it as an answer, I will accept it :)

The main reason for difference between the render and 3D View is modifiers that are disabled in view or have different setting for view and render.


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How to make a fabric with a solidify modifier doesn't pass through itself?
I've created a sail. I made a plane of right form, applied to it solidify modifier and cloth modifier . But when I added a wind, back surface of the fabric touches front surface and passes through it.

How to fix this?
If I turn on self collision - fabric swells, like a pillow.

you shouldn't apply the solidify , leave it the last  after the cloth

Don't apply the solidify modifier , put it the last  here is an example setup :

the mesh is subdivided before :
the subsurf modifier is added to smooth the mesh after simulation then we add the solidify modifier.

Solid view :

@MaximVelichkin you are welcome !


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How to change the same bone contraint value for multiple bones simultaneously?
I have many bones with Damped Track constraint. Is there a way to simultaneously change the influence value for all of them?

you can use a script for that:
import bpy

new_influence = 0.5

for obj in bpy.context.scene.objects:
    if obj.type == 'ARMATURE':
        for bone in obj.pose.bones:
            for constraint in bone.constraints:
               if constraint.type == 'DAMPED_TRACK':
                    constraint.influence = new_influence

bpy.context.view_layer.update()

Amazing, thank you so much! This is exactly what I needed! I will be able to accept your answer after 3 minutes!

I have no example to test it right now, but can you not simply select all bones and then Alt+click into the value field to change the value for all selected? Like you can in almost all other fields too?

Select all the bones and AltLMB on the value, type your value and Enter.

Thank you, this option works great too! I accept the previous option because it came earlier and because it does not require manually selecting all the necessary bones, but I will keep your option in mind, it is also very convenient, thank you very much!

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


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How to make a wind force field, does not affect all objects in front of it (cloth simulation)?
How to make a wind force field, to affect on some objects but does not affect on the others?
In my case, I want the wind affect on clothes, hanging on the rope, but did not affect on the rope (the rope - cloth simulation)

A cloth enabled object has a "cloth field weights" panel where you can set the influence for several dynamic effects, separately: one is wind, try set it to zero for "wind".


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How to apply the ocean modifier to get an animated object?
How to apply the ocean modifier to get an animated object, (not a static which have  froze in a single phase)?

Export the mesh as an .mdd file format.
Remove any deformation modifiers on the object. Apply the Ocean modifier. The object needs to have same amount of vertices as while exported but strip down any animation on it.
Add Mesh Cache modifier and import the file into it:

Now you baked the object's animation. Tadaa!
You can also apply your modifiers as a shape key. To do this for every frame you need to do some scripting though.

Thank you very much for your response! I am testing this method right now, how to export the mesh as an .mdd file format? In the export menu I don't see this option: http://www.pixentral.com/show.php?picture=1JXECckl4T8kignDj5sfzkCEw6xQjk1

@MaximVelichkin Go into File > User Preferences > Addons > Category: Import-Export there you will find it as NewTech MDD Format

Thank you! Now when i deleted all modifiers (including ocean modifier) object has become a cube (as it was before ocean modifier). But when I use Mesh Cache - nothing happens. What i did wrong?
http://www.pixentral.com/show.php?picture=1YtSm7WuTLfcGxTkTTeHGeMv0W2ui

@MaximVelichkin You do remove only the deformation modifiers if there are any. Apply the Ocean. The object needs to have exact same amount of vertices so the MeshCache can animate them.


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How to make the ocean modifier to deform an object, but don't move it?
After using the ocean modifier with an object (in displace mode), the object is floating in space. How can I make ocean modifier to deform it, but don't move it?

Possible duplicate of: http://blender.stackexchange.com/questions/50078/ocean-modifier-with-displace-geometry-makes-the-mesh-move-up-and-down

@fabriced Yes, sorry

It is deforming it, but the result is probably not matching the scale of your object. Try to reduce the Size parameter and maybe also the Scale parameter of the Ocean modifier.

Apply SCALE to the object (so that x, y and z scale are all 1).


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How to add View-port colour and View-port specular to object in cycle render.?
First of all, sorry for my English. I am new to blender animation. I have a problem regarding material colours, my problem is I can`t get colour same like texture shading. any one can help me on this point. I am working in cycle render.
1) Texture Shading Viewport.

2) Render Viewport(cycle render).

How can set colour in render same as texture shading Viewport.?

Related: http://blender.stackexchange.com/q/15459/599

This is not working i have checked. @gandalf3

is there any tutorial for this.? @gandalf3

what you have is this:

what you want is something like this:

what you miss is two things:
There is no light source in the scene. You can have lamps like in the following screenshot, ore use an image in the world background (yours is monochrome), or combine both.

the material setup only has a diffuse shader to it. This shader will only return diffuse color information, so specular lights won't show up anyways, no matter what you try. Mix the shader with for example a Glossy shader, which catches some reflection:

from here you can take it to however sophisticated you want. Add fresnel, maps, vertex colors, whatnot, but without proper material setup and proper lighting, no scene can look cool  :)

I believe dirty vextex textures could help you. AndrewPrice made a good tutorial about it here: https://youtu.be/nX4dkwU1pyQ
You could also try to work with fresnel / layer weight: What does the Cycles Fresnel Node do?
Note that you are not in textured mode in your screenshot. You are in solid mode. The way how that behaves can be changed in Preferences > System > Solid mode OpenGL lights. (See here: https://www.blender.org/manual/preferences/system.html)

Yes, I forget to change object mode to texture mode but it look same like object mode. I trying your answer... thanx for help..

I hope the dirty textures help. Btw. how have you lit the scene? A rim light could do wonders to the thing.

If you look up rim light, you can well see what I mean: https://www.google.fi/search?q=rim+light&prmd=ivmn&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjAk7fcjZfKAhXj6HIKHb97AqMQ_AUIBygB

The color you have selected in the Material > Settings > Viewport Color and Specular Color only affects the viewport. The reason being the viewport uses GLSL OPENGL shading model to display in realtime your mesh in the blend file. It has nothing to do with the output of colors in your final render.
In fact you can change the viewport material color to blue, and cycle will only take the color that is on the diffuse node. It's the diffuse node that cycle cares about. So you will never get identical representation of the final out put of the file until you select render preview in the viewport.
The use for viewport material color , is so that artist would not have a 100 object with the same color. You can imagine it would be difficult to differentiate high number of objects on screen with the same color.

authors: Устим Нестерук


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The video preview on Blender is suddenly just a still image. How do I make it actually show a preview of the video?
Sorry if my question seems a bit newbish.
But basically, this part that shows the video preview doesn't move at all.  It's just showing this picture, even though the little Mega Man screen in the bottom left is a video.  It's just stuck there on the preview.  How do I make it actually show a preview of the video?
Again, sorry if the question is obvious.  I'm new to Blender and desperately trying to make sense of it.

If the video has not yet been rendered, and you only want to play the preview then you will press  Alt + A . If it has been rendered, then you will use  Ctrl  + F11. I see that you're in the uv/image editor also, switch to 3D view to see your preview. You can do this quickly by changing windows with the menu on the far left of the header on the bottom of the window.

If this answer solved your problem, you can mark it as accepted by clicking the check mark by the up/ down arrows next to the questions so that future users can reference it upon running into same or similar issues.


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Particle hair falls of when I animate object
I am somewhat new to blender. I have the modeling aspect of the program down pretty well. However, after modeling my character with particle hair on its face (ie: the mustache, the eyebrows) the facial hairs started to fall off the character when I animated the facial movement. When I would animate the mouth (lip synch) the mustache would fall off. When I animated the eyes, the eyebrows would fall off, etc. Can anyone please tell me how to prevent this from happening and have the facial hairs move smoothly with the facial features?

Adding additional information such as your particle settings, etc. would help in answering your question. Pictures speak volumes and will help determine if it's a matter of vertex groups or something else. You can upload a .blend also to http://blend-exchange.giantcowfilms.com/ as well for further inspection.

You need to have the particle modifier below the armature modifier.
The modifiers are applied from the top to the bottom, that means if the particle system is first then the hair is calculated in place and then the armature moves the mesh which leaves the hair behind.

But if the armature is first then the mesh is moved before the hair is calculated.


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Relative and Absolute shape keys on the same mesh
is there a way to use both relative and absolute keys together on the same mesh ?
i want to use absolute keys to deform muscle in a way, and relative to animate face shapes. both on the same model.

Yeah. Simply animate "Relative" checkbox when needed. Works in Blender but currently I have problems exporting this to Unity. I hope it's possible.

But this doesn't work when both types needs to be used simultaneously, at the same time.

Here's one way of doing it: Use two copies of the character mesh. Use the same modifier stack, but at the end, use the Mask Modifier to mask the body from the head. You WILL have to use copies for this method, so don't make any changes to the character afterwards or there will be problems getting the two meshes to match. But if you're on the rigging animation stage, it's probably a bad idea to make major changes at this point, anyways.
You're using absolute shapes for muscle deforms, right? Maybe you can use a Mesh Deform modifier and put the shape keys on the cage mesh. The solution to these types of problems is usually "don't try to do it all at once" on the same object.

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


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Add new expressions to existing scripted expressions in driver?
I'm making a script that will allow me to set up an emotion using shapekeys on my character, then shift select the bone I want to control it with and run the script to hook it up to that bone. It works fine with only one emotion, but when I try to add the next emotion the expression is overwritten so only the last emotion/bone works.
It's pretty obvious because I'm setting (and overwriting) the expression with
driver.driver.expression = str(value) +"*" + var.name

where var.name is the name of the bone selected and value is the value of the shapekey. Basically the script loops through all of the shapekeys and gets the value and sets that as a multiplier for the expression.
I would like to add the next bone to the expression instead of replacing it, so for example "0.5*emotion_a" would be "0.5*emotion_a + 1*emotion_b). Is this possible?
I would also want to replace the expression of existing bones so I could update expressions, so if I had "0.5*emotion_a + 1*emotion_b" and ran the script again on the emotion_b bone but with changed values it would become "0.5*emotion_a + 0.75*emotion_b" instead of adding another emotion_b to the expression.
I'm grateful for any help.

I managed to solve this myself. The problem was that Blender overwrites the value of the expression each time the driver is created when calling driver_add(). Instead I get the old value from the driver in animation_data before creating the new driver and save that as a string. Then I split the string by "+", check each string if it ends with the pose bone name, and if it does, I replace the value rather than adding it again. Finally I set the expression to the new string (after adding the pieces of strings back together).


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How to export rigged character with ik or fk with .fbx format
I want to export my 3d modal with ik in .fbx format. I also try this with export my rigged character with .fbx format but it`s IK is not working after import it again.
One more problem is ik bone become double after import it in blender. I also check it in maya, there also same problem Ik not working.
Any one can tell me that, How can i export working ik or fk with .fbx.?

You cannot. Supporting basic bone animation is already a total nightmare, so we are not even remotely close to start dreaming about supporting things like constraints or IK in FBX (not totally sure FBX does support IK, actually…).

I wrote an open source Blender addon that converts your IKs rig into an FK rig with the exact same poses. You can then export your new FK rig.
Hope it helps! https://github.com/chinedufn/blender-iks-to-fks


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How to start second action after check that first one is done in bge?
Here I want help of you people. here I want to start second action animation but before this i want to check that first action is done. same this way i want to do third action before that i want to check first and second action animation complete.
i don`t know how to do this. may be with messages or with properties.
This is same like that man, who has not stick to throw, so first get the stick and then check first stick is in hand or not. If yes then second throw.

You can use the Actuator Sensor to measure when an actuator gets activated.
To measure deactivation you invert the sensor output with a negating controller such as NAND, NOR.

You can read it that way:
WHEN "started" -> "play turning"
WHEN "not turned" - is not -> "play lifting"

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

I hope it helps


text:
How to simulate "making a necktie" with blender?
Here is the solution with Marvelous Designer: [link]
Is it possible to do it with blender (e.g. cloth simulation)? So that by applying different magnitude of force, we get different outcome shape of the tie?
Thanks
DS


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Generate Z-Depth map from Stereo Image-Pair (just like nuke occula)
How to calculate a Z-Depth Map and/or PointCloud from a 3D Stereoscopic image pair? This feature can be seen within nuke occula; which does a great job...
I've found tutorials using some CLI and PointCloud editors; but I'm more looking for a solution within blender compositor/3d
thanks

I don't believe computing depth from stereo-pair is a trivial computation. There is currently no feature in Blender I can think of that can achieve this.


text:
VSE: How to set a custom Proxy percentage size; for example 10%
Is there an option to set custom % on Proxy sizes?

No, you can only choose between 25, 50, 75 and 100%.
It's hard coded as you can see when you try to autocomplete the following in a python console:
>>> bpy.ops.sequencer.enable_proxies(
enable_proxies()
bpy.ops.sequencer.enable_proxies(proxy_25=False, proxy_50=False, proxy_75=False, proxy_100=False, override=False)

However, you might be able to use external tools (but with one of the four available sizes) and use a custom proxy directory building them with 10% on your own... But that might be a different and more difficult question ;-)

Thanks Samoth. I've found these too. But somehow they are not setting any percentage. I'm looking for the source file to change it like you suggested. Setting the Custom Output to use a Custom % (User Input Field) would be great.


text:
How are bpy.data.node_groups linked to the node_tree?
NodeGroups
How are bpy.data.node_groups linked to bpy.data.materials.node_tree and what are the NodeGroups used for when the inputs there are also available bpy.data.materials.node_tree as there will be a "Node Group" node of type GROUP.


text:
Extract part of object using python script
I have a model of the inside of a mouth and I need to extract the teeth from it and remove the gums. How can I go about this?
I've tried search for manipulating meshes, layers but don't know where to start.

Since it was a single mesh, you may want to split the parts by cutting. Try Knife Cut tool, which can be found in Toolshelf sidebar when in Edit Mode.

That would be me manually extracting them. I want to do this via a python script.

I guess the q is How to define what is a tooth and what is a gum. What rule would you propose to the script? First idea would be to look for predominantly concave areas (this is available, mesh/ bmesh stuff). Predominant, so that you do not find all little gaps or so, just major "inset" lines. Tough one ...

yes that's what I had in mind. Wanted to know what other options I have so posted here

could you post a blend with part of that model? I don't wanna try things on a model that is different, it will be misleading (and, ok, I don't wanna sculpt something like this :) )

here you go https://drive.google.com/file/d/0By_H6jYzgbZfT2NFdDRaWHMyMTQ/view?usp=sharing
For now I have thought of scanning the faces (via a breadth first search maybe?) and checking for concave and convex curves which can be the part where one tooth ends and another starts and where the tooth end and the gums start. Don't know if it will work I have yet to try this though

@o.g. Let me know if you have anything

I'm looking at it, but works very hard and even crashes B (very big blends..)  I'll post what I find useful...

great thanks! i'll update if i have anything too


text:
what does bold edges mean?
I'm learning how to use blender and sometimes I use wrong tools accidentally. I just realize that one of my wall has bold edges as you can see below. I don't know how I did that. What does that mean and how can I fix that?

@zeffii there is only import-export and render addons enabled

It would be interesting to take a look at your file, which you can upload to blend-exchange. The problem could be in edited user preferences thus resulting in changed effect for something usual. As of your answer I can add that double vertices won't be marked like that.

I believe you have accidentally apply either of these to the edges

Edge Creasing
Mark Sharp

You can try these steps

Go into Edit Mode.
Select Edge Selection mode
Press A to select all edges.
Hit ShiftE,and set Edge Crease to Zero value.
Hit CltrE, look for "Clear Sharp"

Hope that helps.


text:
Emboss text onto curved surface
I am fairly new to blender and I am trying to do something which I am assuming is fairly straight forward with no success. All I'm looking to do is emboss some text onto the curved part of a yogurt pot. Image attached below. What is the quickest and easiest way of doing this?
Thanks in advance

just for the purposes of rendering? or do you need real geometry for 3d printing

A bit related: http://blender.stackexchange.com/questions/39565/text-on-a-balloon

Smooth embossing (recessed or extruded) text on a curved surface is quite difficult to do and get it to look perfectly smooth.
There are generally 3 ways to add extruded text to the object of a surface (curved or otherwise):

A separate extruded text object (may need to convert to mesh) that is positioned on the surface of the main object
Modelling the text into the main mesh object (lot of work, especially if the underlying surface is curved)
Using a bw image of the text as a displacement map and adding subsurf to make the text crisp

If the text has to be part of the underlying mesh, then a displacement modifier with a subsurf modifier with a high subdivision level (5-7) can be needed to achieve a perfect surface effect.
In your case with extruded text it may worth looking into keeping the text as a separate mesh object and wrapping it around the surface of the underlying mesh. This will greatly reduce the requirement for high subsurf levels. However you will have a sharp transition where the text and surface meet, and it may be tough to make it look like one piece.
In cases where the text needs to be a recessed embossing, high subsurf for the mesh will be required. If the underlying mesh is not too large you can get away with applying a subsurf modifier to the whole object to get a clean text displacement.
If the mesh is large you likely don't want to use a high subsurf on the whole object. In this case an alternative is to create a separate duplicate of the area around the text, apply the text displacement to the new object, render it out separately and composite it back on to the render object below it.

As long as the material is the same, it works well. You can also feather the edges in compositing to blend it in better. I've used this technique in a project and it really saved my neck on render times.


text:
Object in Render that I did not add
so my problem is a little bit weird.
If I try to render my "town of the future" (my geography project) then there is a plane I did not add. In the normal editing mode etc there is no plane but as soon as I start to render, the plane appears.
Any ideas?

Then expect the apparition to to reappear every other day.  You will get used to dealing with it.

With your curser in the viewport press Alt+H to show all hidden objects. Select the object and press X do delete it.

Look at the Outliner if the visibility of this plane isn't hide If you find one simply delete it and hit render to see if it's oki.


text:
Can I export a video editor timeline to .xml or .aal?
I'm wondering if we can make an edit with several clips, like any video editor, then export the timeline to a .xml or .aaf file, like the major editor like Final Cut Pro, Adobe Premiere or Sony Vegas. The file describes the edit (cue points, which clip goes where, etc.) but does not include the orignal clips used in the edit).
The point is not to render to a sequence or a clip. It's to import the edit to another software like DaVinci Resolve for color grading, relink the edit information with the source clips and finalizing the edit.

To fcpxml?   https://developer.apple.com/library/mac/documentation/FinalCutProX/Reference/FinalCutProXXMLFormat/StoryElements/StoryElements.html#//apple_ref/doc/uid/TP40011227-CH13-SW16  Could you provide a  screenshot of a VSE setup as well as the fcpxml  of the expected result (export from FCP).

I'm working on a script to export Davinci Resolve friendly EDL files: https://blenderartists.org/forum/showthread.php?418606-EDL-export-script-help-needed!

Thanks for the posts. This is not a regular forum, according to site rules links to answers are not answers if the link goes missing your answer becomes an empty shell without content. Answers should be substantial and stand on their own without relying on external data like links, videos or images. Instead of having users go through external links, either transcribe essential parts of the process here, linking the source, or posts these in the comments section instead.


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Tool bar icons in the source
I am looking for tool bar icon files either .svg or in any other picture format. But I couldn't find them.
Other icons are in the blender_icons.svg file in "release\datafiles"
Where are the tool bar icons ?

Hello and welcome :). This thread should help https://blender.stackexchange.com/q/165109/78972

Thanks for the quick reply !


text:
Ultraviolet Radiation simulation in blender
i HAVE NOT TRY ANYTHING YET. can i simulate Ultraviolet Radiation light in blender? Its urgent please
Thanks

No.
Blender is not a physical simulator. It provides some simulations, none of which are for light, and are only to create visually appealing/plausible effects, rather than for scientific accuracy.
Rendering engines such as cycles could be viewed as a simulation, however this is not a physically accurate simulation, in particular, it does not handle wavelength at all (it uses an RGB colour space which is a subset of visible light, so ultraviolet is definitely excluded).
Being designed for visual effects, blender doesn't really cater for things that aren't visible.


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Clean up degenerate geometry modifier
I am modelling a complex man-made shape from measurements of a real object.
I am using the boolean CSG modifiers to generate most of the geometry. Most of the shapes in the object lend themselves to well CSG, but also having the modifier stack there means that if I make a mistake in measuring or whatever I can easily back up without having to repeat the whole process again.
Problem: as I create new geometry using union, difference and intersect, small pieces of degenerate and loose geometry appear. This happens even when the geometry is 'perfectly' aligned. Sometimes they can be avoided by over-sizing or under-sizing the second object or introducing a false overlap. However, that is often not practical.
What I need is a way of cleaning up the geometry in the stack in the same way as the tools in edit mode, but via a modifier. Remember, I need to keep the stack. Anybody know if any of the available modifiers do this please? The planar decimate modifier is very useful for removing extra edges but does not remove 'empties'.
Also, What is the best way to get two edges perfectly aligned so the end vertexes occupy identical coordinates? Snap seems very hit and miss and not 100% accurate.
Thanks in advance
Stephen

Boolean operations do not like coplanar or tangentially touching surfaces at all, for the Boolean modifier to work well your objects should always have very clear intersection with generous gaps whenever possible. That should take care of most of the artifacts you are finding. Unfortunately non destructive modifier based cleanup solutions do not abound in Blender, I don't think there are many options available procedurally, without applying modifiers first, there the Decimate modifier you mentioned and nothing else that I know of.

I have found one way of improving on snap - which is using the 3d cursor (snapping to the destination vertex) and then scaling the other vertex to zero; this allows you to cull one or more axes.

Blenders implementation may not like coplanar or tangentially touching surfaces, but from experience of other packages, that is a flaw in blender. Some simple shapes (e.g. a simple L shape made of two equal sized cuboids) cannot be made without co-planar surfaces. At worst CSG routines should allow you to specify a tolerance within which two points or surfaces are merged.


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Cloud has rectangle shadow
Cloud made by cloud generator has rectangle shadow:

make sure you have receive transparent checked for the map's material.

Make sure you have Receive Transparent checked for your map's material, if that is not checked the receiving material will only render shadows at full strength.
In the properties panel under the Material tab beneath the Shadow heading check the Receive Transparent check box.

Receive Transparent (quoting from the manual)

Allows this material to receive shadows whose intensity is modified by the transparency and color of the shadow-casting object

In the case of a smoke simulation, it will definitely will have intensity, or alpha less then one.
The image below is an example:
Without Receive Transparent on the left and with Receive Transparent checked on the right.

 I changed the Receive Transparent on only the ground plane, the object casting the shadow does not need it checked unless it too will receive a transparent shadow.


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Blender VSE - speed control and cross effect at the same time
I try to use cross effect between two stripes and set speed control effect to one of these stripes , only one of these effects works (the one which is on the top).

You need to put the cross on the speed control strip, not the original strip. You see only the cross at the moment because it is the top most.
Here is the step by step process:

Add the speed strip  (in your case to the rejs_anima... image strip)
Select the newly added speed strip (not the original image strip) and the second video strip (MVI_... in your case) then
Add the cross strip


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Animation is different when rendered vs in 3D viewport
I have animated an object frame by frame but when blender renders it the object starts moving differently. Instead of moving forward it begins swooshing from side to side for a few random frames and then moves correctly. The weirdest part is that when I'm in my 3d viewport everything moves correctly. There are no particles involved, just a few meshes. Has anyone had this problem? Thank you very much


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Why does the Minecraft-texture have black/dark borders in Cycles?
I've used a spot-lamp as the only light source (the fire doesn't spread any light). Also, the problem shouldn't occur in the textures because i already checked it in different angles. If i look at it at the front of this "stair" the black/dark border disappeared. What is exactly the problem and how can i fix this? I've exported this world using jMc2Obj.
The following pictures may be of importance:

Material of the stairs:

Textures of the stairs:

Spotlight:

The problem is caused by Smooth Shading, to solve that you have to give your stairs model Edge-Split Modifier.

Before the ES Modifier

After the ES Modifier


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How can i use the displace modifier for the whole mesh and not only part of it?
I would like to use a displace modifier for a room (its form is rectangular). But somehow only its sides are affected and not also the up and down. How can i affect this modifier to these parts, too?

Thank you, it works, but is there a possibility to maintain the original shape of the displacement on the sides? For the original one i've used the z direction. It's very important for me because i've created a bump map. Therefore it would fatal if the displacement would change.


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Snap object to another one with a displace modifier
I would like to snap a person i've created with the ground (in a room). I've used a displace modifier for the latter one. It's very inconvenient to do it manually by zooming in ti the max. and then to adjust them. So it's way easier to use the snap elements (faces). But how can i snap the person to the ground?

possibly related to http://blender.stackexchange.com/questions/41652/how-can-i-lay-down-an-object-on-a-plane

But i don't think it'll work since i'm using a whole person with armatures. So if i use that instruction my person would just fall down. Is there another way to do it?

The question is not clear, then: if you rigged the "person", are you meaning that you wish to make it walk on a displaced ground plane or something?

Yes, that's exactly what i mean.

may this help you? http://blenderartists.org/forum/showthread.php?318857-Creating-a-walk-cycle-relative-to-the-ground but I feel your displaced floor complicates it...


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How can I combine multiple displace modifiers?
I would like to create a scene where someone destroys an object (stone) with a pickaxe. With each hit the cracks are getting bigger until that stone will fall apart.
This is my plan for the cracks: I'd create 3 different images which show a procedure of these cracks. Then i'd use them in a displace modifier and try to adjust the timing when the pickaxe hits the stone.
But how can i combine two displace modifiers (i've used one for the stone itself, too) and make the cracks getting bigger and deeper?
Or is my way a bit too inconvenient. I think i could also try to use nodes, but i don't know which.

What is your reference? Is this like Minecraft, or uber-photorealistic?

It's more like minecraft, but the cracks should have an animation (spreading) when the pickaxe hits the stone and the cracks are 3d and not 2d as you can see in that game. So it's similar, but more realistic.


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Appending an Object Without A Link
What:
I am trying to append an object in a .blend file using.
How:
TheObject="SINGLEBATTWIRE"
Thepath="B:/........../SINGLEBATTWIRE.blend/Object/SINGLEBATTWIRE"
Thedirectory="B:/........../SINGLEBATTWIRE.blend/Object/"

bpy.ops.wm.link_append(link=False, filepath=Thepath,
directory=Thedirectory, filename=TheObject)

Problem:
The import works fine, but it is linked and can’t be moved.
This is the result I get.

Current Resolutions:
If I click the button beside the objects name it fixes the problem, but I need to append many objects and this would take forever.
If I go to File-Append and find the object, it works great and I have this result.

what version you are using , I think link_append() has been replaced by link() and append ?!

I am using version 2.70a. Link is not included. Are you suggesting an update and use the new append function?

I have tried Link() and append() before with no problem (just a simple test ), so If you have no reason to stick with that version , why not ?

Trying now....!

@Chebhou - Post that as an answer so I can give you credit!

The bpy.ops.wm.link_append() function has been replaced by the two link() and append() functions and they can be used the same way :
Example :
import bpy

directory = "C:/folder/myfile.blend/Object/"
objname ='Cube'

bpy.ops.wm.append(directory=directory, filename=objname, link=False)


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Moving a single vertex deforms the entire object
I am sure I hit some button or command by mistake. now when I'm trying to move a single vertex from object, it de-shapes the object instead of moving vertex and faces around it.
here is the screenshot

Arrow is showing the pixel that I am moving. object is a simple cylinder divided from center.

Did you try pressing O? This will enable/disable Proportional Editing

Please post it as answer and I'll vote, I'm struggling with it for an hour and can't figure it out what happened. also would you please tell me what command o is running (menu item)?

@AaA What do you mean? The 'o' key is enabling proportional editing, the gif in the answer on the duplicate shows this being enabled and disabled from the 3D view header.


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Align UV map island with axis or other island
I have following UV map!

Those islands are both same, but one of them is mirrored. I can mirror the one of the parts by selecting UVs -> Mirror -> X Axis (Ctrl-M)
however the hard part is they are not aligned and even rotating one does not make it exactly match the other one and it leaves stretched marks when rendering on one side of the model.
I have found this forum post about almost same issue (different blender version) which does not have a proper answer either.
I tried using snap with vertex but still no luck properly overlapping two islands.
Is there anyway to align islands to X, Y axis or other model?

You could use this workflow if you want to mirror UVs across the UV space.

You could post the answer here then link the video too. essentially links go missing very often for many reasons, thus the requirement for having detailed answer.

Change the snapping from increment to vertex

Select an island with L
Choose one of the vertices on the island and match it to the corresponding one on the other island

If they are not aligned due to rotation, continue with these steps

Select the vertex that matches the island you are aligning to.
Use Shift-S to snap the cursor to the selected vertex
Select the one island with L
Use . to set the pivot point to be the cursor
Rotate the island until R and snap a vertex that isn't lined up with the cursor to the similar one on the other mesh.

If the scale doesn't match proceed further these steps

With the pivot point still at the cursor at the matching vertex, hit S to scale until it snaps into place

If the map is distorted, or something above didn't work right, do these procedures instead of the above steps

Snap each vertex individually to the corresponding vertex using G.

Note: if the snapping doesn't work, try holding down Ctrl

May be you meant to change the snapping from increment to vertex (1st step) ?

@MrZak Good catch!

You can download the free addon and use the Stack operator, that can do the job in a matter of milliseconds.

I don't think you have correct understanding of milliseconds. but it works however about 10 years later


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How do I export cell fractured text for Element 3D?
I've seen a handful of tutorials similar to what I am trying to do.  Some are just using cell fracture but don't export it for use in After Effects Element 3D plugin.  Some use the basic fracture tool but it doesn't give me the results I am looking for.
What I've done so far is add text, rotate and extrude.  Then I convert the text to a mesh and apply cell fracture to it.  I then export it with write normals and triangulate faces both checked in addition to the default settings.  At this point the model in Blender looks like this:

But after importing in After Effects and loading into Element 3D, it looks like this:

I've tried doing the cell fracture a few different ways such as using own verts, own particles and both but nothing seems to make a difference.  If it helps, I am using Blender 2.71 and After Effects CS5.

Export it as .obj - this should work immediately.


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How to mirror in global axis?
I am still fighting with mirroring. Doesnt matter if I use Ctrl+M or Mirror modifier. My rivets go only in bad way. I mean I want them mirrored nicely along global axis to fit the opposite site. BUT the rivets are mirroring only along local transformations corresponding their base slope face.
Check the screenshots:

From pictures you can see that rivets want to be mirrored in the face direction they were created at. I used Snapping during transform (magnet icon) on the face and I had applied "Align rotation with the snapping target".
On the other faces it all worked fine, as you can ssee they are mirrored properly. But this last face which is not perpendicular doesn't work for me. What do I wrong?
Thanks !
I must also say, that If I change GLobal transforamtion to local, or gimbal or whatever the result is still the same !
It behaves like it is a bug there?... Please help
Karel

Try to use an empty as a mirror object.

I have it empty ..
Sorry, dont understand

From the picture you posted I don't see that you used it in your mirror modifier.

Well, I chose the object the rivets are and the mirrored mesh is aligned in the rigth line, but still moved to far from the pivot point, What with this?

Here is the image

Choose the empty as mirror object that is located in the center, not the cylinders.

Or apply rotation on your object using CTRL+A and choose rotation, that should solve your problem.

and can you more explain why is ctrl+A requested? Why is it not automaticly done? Seems to have a lot of work to apply rotation for each rivet I will move to the slope faces...

Because if you do not apply the rotation the mirror operation will be done relative to origin of the object, local coordinates, thats what you had in the beginning, or you can use a different object as mirror coordinates, as I mentioned before, usually empties are used for that.

Here is more detailed information about mirror modifier: http://blender.stackexchange.com/questions/10882/mirror-modifier-is-not-working-no-mirrored-object


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How to bake metaballs animation for UE?
I want to make a simple animation using metaballs in blender and import it into Unreal Engine. But since metaballs will only work in blender, apparently I need to bake the animation somehow.
If I can convert metaballs to mesh, can I convert animated metaballs to shapekeys? Or is there any alternative solution?

I would try alembic


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How to make different materials for different objects?
When I change one material, it changes it on another object. Why and how do I fix it? is there some link between the objects?

Here is my blender file of Iron Man's faceplate.
Here is my whole screen with the main portion of the face selected. On the right, you can see the material, and I can tell you that that is the same as the eyes part:

Most likely, you are sharing the material on several meshes. See below. If so, click the highlighted box to create a new instance.... and adding custom names helps keep track of what mesh should carry which material.

After clicking... name it something easy to recognize

No sweat... StackExchange is a great community for Blender stuff... welcome.

authors: عبد القادر حمداوي


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translate like sketchup move
In sketchup you can move an object based on two points. This makes it very easy to align a vertex in one object to vertex in another object. Here is an example:

I want to know how to do this in Blender. It seems that Translate can't align vertexs

Snap to active
While in Edit mode, change the snap to Vertices and select Active option. As stated by the Blender referece manual's page the snap target options:

determine what part of the selection snaps to the target objects.

In particular the Active option:

move the active element (vertex in Edit mode, object in Object mode) to the target.

Select the geometry to move and set the wanted vertex as active (should become white instead of orange).
Now you can use the active selection as pivot point to snap the selected geometry around.

Another method could be to move the origin of the object to a specific 3D cursor location and use it as your pivot point. In object mode, Active option is infact referring to the origin of the active (bright orange) object of the selection (dark orange)

Both methods above are quite fast, but they both have the disadvantage of messing up your initial object origin's location.
If you are interested in keeping the orign in it's relative coordinates from the geometry, I would suggest to use a third "dummy" object that would be your temporary pivot and delete it when the trasformation is over. You can use for example the Hook to new object command to quickly create an empty upon the selected geometry.

I don't think there is such feature, but you can achieve precision with numbers.
Say i have a cube the size of 1, 3, 1; and a cube with the size of 1,1,1. In the objects menu, you have the exact location of an object, so if I wanted to add the cube on the y axis (similarly to how you did it), you can make the location 4 (3 + 1).

However if you want to join the objects as you would when building a structure, you can use the extrude function to duplicate vertices, and move them. You can also use loop cuts to help.

As you can see, there is an edge line through the middle, that was done with the loop cut. I selected the verticies I wanted to "duplicate", I pressed the E button, and moved them out. You can press the X, Y, or Z key to move verticies on one axis

Or you can go with @Carlo 's method. It matches your requirements more

One other alternative to what is already present here is using the third party addon NP Station
Among other features It provide a transform workflow similar to what Sketchup and CAD like applications provide, specifying a base point and a target, or even three point alignment.
It also provides dynamic viewport tooltips with a HUD like UI


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How to add an editor for one element of location or rotation_euler
I what to add a Panel to edit some property of some objects. Here is my code:
import bpy

class LayoutPanel(bpy.types.Panel):
    bl_label = "Panel with funny layout"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOL_PROPS"

    def draw(self, context):
        layout = self.layout
        cube = bpy.context.scene.objects["Cube"]
        layout.prop(cube, "location")
        layout.prop(cube, "rotation_euler")

bpy.utils.register_class(LayoutPanel)

Here is the panel GUI:

However I want to only add a slider editor for only the x-axis location and rotation.

UILayout.prop(...)

index (int in [-2, inf], (optional)) – The index of this button, when set a single member of an array can be accessed, when set to -1
all array members are used

import bpy

class LayoutPanel(bpy.types.Panel):
    bl_label = "Panel with funny layout"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOL_PROPS"

    def draw(self, context):
        layout = self.layout
        cube = bpy.context.scene.objects.get("Cube")
        if cube:
            layout.prop(cube, "location", index=0)
            layout.prop(cube, "rotation_euler", index=0)

bpy.utils.register_class(LayoutPanel)


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How to run reload current image from disk automatically
I am using Blender 2.8.
I loaded a video file as background image in the 2D Animation mode, and want to draw some strokes to trace the video.
But when I change the current frame, the video image doesn't update to current frame. In the Properties Object Data window,
The number left to the Frames changes.
I need to click the "Reload current image from disk" button right to the video path to draw the current frame in the video.
Auto Refresh options is selected.
What I want is when I changed the current frame, the video changes the frame automatically.


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Current object information inside OSL custom shader
I'd like to build a custom OSL Emission shader which behaves as follows:
1) Input parameters:

float Initial = 0   // minimum emission intensity
float Final = 1     // maximum emission intensity

2) Output:

output closure color Emission = 0

3) Applied to a plane with Origin at the left side edge it produces a light emission varying (linearly or by whatever else rule) from:

Initial at left side edge
to:
Final at right side edge

I've no problems applying the Initial rule but can't figure out how to apply the Final.
Initial emission is to be assigned at X=0 (in Object coordinates) but what about Final emission?
If I knew information about the size of the current object I could derive the rule to make the emission assume the Final value at the right edge.
Is there a way to get such information inside an OSL script?
Thank you.

I don't think you can get that large of a view, you are limited to what is needed for the point being sampled. You can get the UV coordinates, if the plane is unwrapped to fill the uv layout then you get a value from 0-1 to match the sides.

Thank you, at the simple cost of adding UV mapping, this provide a relative reference to the points of the plane independent from the size of the actual object.


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Exporting a Blender image sequence animation to unity
I am a beginner with both blender and unity. I have created animation in blender using an image sequence and a displacement modifier (attached image).

i want to export this animation to unity. currently i am exporting as fbx with only armature and mesh selected when exporting.
When importing this file (fbx) in unity, i can see the result however it is not animating. i want it to be in an animation loop when imported in unity...
Any help in this direction is much appreciated..

You can't export modifiers through fbx, even less modifiers with animations. Model animation wise, fbx can only store skeletal animations and shape keys.
For this particular one, you have two real options:

Apply each frame as shape key (go to each frame individually, make copy of the modifier, then click "Apply as Shape Key". As result you should have key for each frame in "Properties > Data" tab. Fbx will export shape keys to unity (called "blend shapes" in unity), though you will need to use unity's animation tools and/or scripting to cycle through the blend shapes. There's also unity plugins for doing this.
Script that in unity. For that simple and seemingly random displacement script/shader works just as well if not better and more efficiently. (details of implementing this are not topic of this site but of Unity answers or Game development SE)

thanks for suggestions, working through unity seems easier...


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How can I approximately copy a UV map?
Background: I wanted to try 3D-printing models from video games. So when I had some spare time I googled a bit, and managed to extract the model I wanted from the game. Unfortunately, it still had tons of nonmanifold edges (which break the printing process). Luckily i found a tool that was able to modify the model enough that it still looks pretty close to the original but has 0 nonmanifold-edges.
But now I have a problem: While converting, the second model lost its texture/UV map, which I need. It has obviously a different amount of verts and faces, so I can't just copy the original UV map and textures. And what Blender does with automatic unwrapping looks nothing like the original UV map at all. So, my question is:
Can I get Blender to try and create a UV map on my second model that is as close to the original UV map from another model as possible?
I'm willing to correct a couple of parts in a UV map manually, but I don't want to manually unwrap a UV map from a model with thousands of faces. Any hints appreciated.

I assume you want the UVs to use texture coordinates. What you could do, is unwrap the new model in whatever way, then back the textures from the original to the new UVs.

@OmarAhmad I'm honestly not sure what you mean by that... Move the new map so it resembles the old one as closely as possible? Since the faces in the UV map need to correspond to the ones on the model I can't just use any way of unwrapping, AFAIK

I mean to re-bake the textures to a new UV layout. Are you familiar with texture baking?

@OmarAhmad Oh, baking. That c confusee me :D I have a general idea of what it's for and what it does, yes. But apart from some tinkering a year ago or so I don't have much experience with 3D modelling, so it'll require some googling to actually try your idea.


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Objects in Blender are not joining properly
I have a model of a tomato plant that I am using for a game. I can't get the objects to join properly although I have tried a bunch of different things and different conditions for exporting. There appears to be only 1 object in the Bender outliner, but when I test the model in my game, and in this Open 3D Model Viewer which I have downloaded just now, there are clearly 2.

I am using .3ds for these non-animated models. I opened some of my other models in the same program to confirm that they have the right number of objects, so it is only this one model that has problems. I even have another version with flowers instead of tomatoes, and that one has the exact same problem.

I can't get the objects to join properly although I have tried a bunch of different things How are you joining the objects? What exactly have you tried? Please edit your question and provide more information

This will happen if you have multiple materials assigned in Blender.  The .3ds format requires a separate mesh per material, other formats do not have this limitation.


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Problems with hard cutting videos when using different frame rates and speed control
I'm trying to create a video in blenders video editor that involves a talking head in the corner that is "alpha overed" a power point slide using a transform. The two videos have different frame rates which is the first problem. I have addressed this problem by using speed control in order to "match" the two videos. After I do this the videos are synced correctly.
However, due to errors on the narrators part I have to clip certain parts of both videos at the same times to delete the errors. When I perform a hard cut in the area I want to remove footage from, the footage seems to shift. I don't see any clear pattern, but it is as though when I perform the hard cut the video section I wanted to remove changes and a different part of the video gets cut. This is extremely frustrating. Any advise would be incredibly appreciated. Let me know if there is any more information I can give to clarify the problem.

I strongly suspect this is a bit of a duplicate question, even though it isn't terribly clear to a cursory examination. That is, I have a hunch that your image and / or video is compressed using a relatively highly compressed codec. When this happens, especially with long Group Of Pictures codecs (long GOP), you can expect that your hard cuts will not be able to be maintained because you will likely have cut in the middle of one of these GOP runs. When this happens, your video is unable to properly sync because the precise frame cut position has happened in a place that is unrecoverable, and as a result the codec decoder must resume from the previous "whole" frame.
While this might not be apparent immediately, similar sorts of issues crop up with heavily compressed audio and the result is very similar.
So how to resolve this? Convert your entire stream or streams to a native image format or AVI JPG series, and audio to WAV format.
Why does this solve the issue? Because then, wherever you place a cut, the image and audio have an immediate ability to be resumed at wherever the cut point ends up, without requiring a "rewinding", which is causing the issue.
While I am not 100% certain, I would wager that there is a greater than 50% chance this is your issue. If it turns out to be the case, there are other folks that are vastly more capable at finding the duplicates and citing them here.

Just use nested Scene Strips. Since 2.77 you can Add a Scene into another Scenes VSE and cut out parts of your perfectly timed matching strips in this original Scene.


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where do i find option to change light bounce?
i'm sure this is a simple question but i've just started with blender. I see that I can change the number of light bounces to reduce render time, but I can't find that option in the newest version?

I expect you are referring to the global render setting that is only available in cycles (as shown by gandalf3), If you have trouble finding that bounce setting it may be that you don't have cycles enabled, check the render menu next to the blender logo at the top of the window.

It's still where it always has been, in Properties > Render > Light Paths > Bounces:

I did have to change to cycles rendering instead of blender render.

Change the render engine to cycles. Then only you will be able to view the light paths option. Eevee renderer has only has indirect lighting settings.
Hope it helps


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Wine glass isn't transparent when imported to unity
I've been trying to create this wine glass object for my game and 3D modelling is completely new to me and I followed all the steps of a tutorial to the best of my knowledge.
But when I convert it to fbx and export the object doesn't have the " Glass BDF " material to it; So, I added one of the materials from the material folder that was created when the fbx file was exported but the end result isn't transparent.
I recalculated the normals but I'm still not getting it.I also checked the UV swap option.

I don't think Unity can read materials exported from Cycles. Try Blender Internal and see if that works


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A mesh "jumps" forward after parenting to an armature
When I parent mesh to an armature (automatic weights), the mesh "jumps" forward a bit. If I select armature and switch to edit mode it "jumps" backward a bit.
Why is it happening and how can I fix it?
I already applied location, rotation, and scale to the mesh and armature, but it didn't help.
Thank you in advance!

The rest pose (pose mode) does not correspond to the default (edit) bones position. So you should either: in pose mode apply pose as rest pose (ctrl+A then choose the corresponding) => consequence, bones in edit mode will be at the pose position. Or: still in pose mode, use the pose menu and clear transform/all => consequence the pose will come back to the edit position of the bones. In both cases, you'll probably need to parent again. The idea behind all that is to have a "rest pose" where bones both in pose and edit modes are at the same position (which is the best practice, afaik)

Here is an example of an armature, edited in pose mode and, after this edit, made parent to the mesh (a cube):

This involves a 'shift' between pose and edit mode.
You could say 'there is no stable position for the mesh'.
To correct that, two possibilities: move the pose back to the edit position, or move the edit position to the pose.

Move the pose back to the edit position

To do that, simply use the pose menu, go to 'clear transform' and select 'all'. Doing this the pose will come back to the edit position:

Move the edit position to the pose

This time, we use the pose menu, go to pose then 'apply' (or CtrlA) and choose 'pose as rest pose'. Doing that, the edit position will be the pose position.

In both approach, the result is bones positions are the same in edit mode and pose mode (which is the best practice to define a 'stable' or 'reference' rest pose).
Depending on your need, you may have to parent mesh to armature again after that.
Additional indications: to avoid all that, adjust the bones in edit mode, not in pose mode. Also, if you scale the armature to the mesh, don't forget to apply this scale (CtrlA) before parenting to the mesh.

But if the armature already animated it works only until I move to the next frame in the timeline and then the effect gone. Is there also a way to fix the problem for an animated armature?


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How to transfer animation from one skeleton to another without erasing the animation that already exists on this skeleton?
How can I transfer animation from one skeleton to another without erasing the animation that already exists on this skeleton?
If I use Ctrl+L > Link Animation Data, the animation is transferred, but the animation that was on the skeleton before disappears, and I need to combine both animations.

If you want to combine two different actions, you'll need to use the NLA editor to do so.  I'm not prepared to explain how to use NLA in a stack exchange post, but simply knowing what to search for may get you started.

Thank you @Nathan, this is helpful!


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How to make foreground objects mask out the background, while not being rendered?
Let's say I have a character and some columns in the foreground. I need to render (eevee) only the character in such a way that if he goes behind the column he is erased by its shape (disappear behind it), and if he is walking in front of the column I can see him. But the column itself is not rendered. How can I do it?

you can define the columns as holdouts.

Result:

This is exactly what I needed, thank you very much!

glad i could help! you are welcome!


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Distorted generated texture coordinates on extruded surface
I have an extruded surface, but its generated texture coordinates are distorted as shown. If I choose UV coordinates, the mapping is correct. However, what do I need to reset so that the generated coordinates will work as usual?

Generated texture coordinates are probably projecting from the wrong direction, you have to adjust them using a Vector Mapping Node

As you show plane with a texture shown in viewport and want to use Generated texture coordinates, I suppose you use Blender Internal. In this case, texture coordinates can be adjusted in Mapping rollout in texture settings . I can also assume that your plane is rotated along Y axis.


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Render layers: what is All Z, Zmask and Mask Layer
Can anyone elaborate on what "All Z", "Zmask" and "Mask Layers" actually mean, giving some easy examples? I can see the pop-up explanations in Blender, but I am completely confused as to what it actually does (e.g. how it "masks out", what are solid z values, what in "fills in" the values of invisible meshes with and how it relates to masking, etc.).

When "Mask Layers" are used, any render information from the selected layer is omitted from the active render layer.
In blender Z is generally used to determine depth and distance away from the camera. I can only assume "Zmask" would be omitting things base on distance depth away from camera.
I do not have an answer for "All Z".


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How can I get my texture to show in render?
When I switch to render view, the texture doesn't show on the model. It only appears as black. It's happened with other models like this before. What should I do? An image and the file are below.

https://www.dropbox.com/s/6bl65ygek9dfy1k/Grievous.blend?dl=0

I had the same problem at the start of my journey in blender... In object mode you can see things and colours with or without light for obviously reasons: let's say you want to do something with a very little light emission. If in object mode you would need light to see good the object you would have to set up lights. So you don't need lights in object mode. But if you render you need light because it became a real scene so you need lights to have a bright object... I've also saw that you set up some lights but you turned them off because (I think) they were annoying. So go in the tab in the top right corner and click on the grey eyes. If you want to make the lights invisible just in object mode click on the white arrow on the right of the object in the same panel. Hope helps!


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Baked particle system animation can't be exported because of enable/disable animation
I am trying to import a particle system animation baked in Blender into the Effect House. The problem is that the script I use animates the enable/disable of each particle (see screenshot) and when exporting to FBX, only enabled particles are exported (although I chose export selected). There is no such problem in the video tutorial (but there the author used a script for an older version of Blender).
What could be the problem and how to fix it?

You are using a wrong script version.
In the video is not animated visibility, so I would say the visibility is animated by Scale ...
Here you can find modified version of the script :)
by @spiraloid

Notes:

works for me under 3.4
generated objects are stored in Collection
I wanted to offer export particles as .abc, but format is not supported by Effect House at the moment

This is super cool and exactly what I needed, thank you so much!


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Strange flickering outline (eevee)
I am rendering an animation sequence with eevee and I see strange artifacts, as if a flickering outline along the contour of a 3d model (looks like a dotted line), which changes slightly in each frame creating the effect of flickering contours. How can this be fixed? Could it be related to anti-aliasing?

Should be z-fighting, try to set up camera clipping more narrow

@Crantisz It solved it, thank you so much! If you'll add it as an answer I'll be gad to accept it.

Should be z-fighting, try to set up camera clipping more narrow

Thank you very much!


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Modelling Vizux M400 - topology question
I would be grateful for advice on how to build a topology for this part of the Vuzix M400 glasses. I have already re-modeled them from scratch three times, and each time it turns out not exactly what is needed.
Here is the reference:

From this side, the topology seems to look kind of ok (correct me if I'm wrong).

But from this side, it looks strange and does not allow me to achieve the desired shape.

Maybe something like that: Begin with a 16 vertex cylinder, boolean the bottom with another cylinder:

Apply the Boolean, give it a Mirror on Y, fill the hole and edit the topology:

Scale down the top on X to make it narrow, keep the front flat, draw a curve to prepare the circular shape:

Extrude on the left:

Tilt the extrusion and so on:

Beautiful solution, thank you so much!

What do you mean by Mirror on Y? I applied Boolean modifier and added Mirror modifier, but nothing happens.

cut it in half and give it a Mirror modifier, as it looks symmetrical on Y

Got it, thanks.


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Problems with rigid body rope
I have created a a rope, using the "path" curve and rigid body simulation, like in this tutorial: https://youtu.be/Lg7jxAMs60Q
But I was faced with two problems:

During simulation, the rope becomes wider at one side and narrow on the other.
The rope slightly passes through the collision object.

As I understand, the second problem appears, because I have not applied the "Bevel object" to the curve. Is there a way to set the distance between the rope and the collision object, without turning curve into a mesh?

I tried that tutorial now, but in the tut it uses softbodies, not rigidbodies! I didn't "apply bevel"  or convert the rope to mesh, and it works well to me. That said:

I dont' get the wider side, during simulation, there must be something that you did differently, perhaps?
If you want to avoid that, you can try to just increase the "outer" softbody collision to the cylinder, I get good results with around 0.05 (default was 0.02 and with that I could "see" the rope inside the cylinder).

Soft body, of course, my typo. Ok, I'll try to remake again.
Yes, this is what I was looking for, thank you!


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Loop smoke created with physics in Blender Cycles
for my game I need a smoke animation which can be looped. I created the smoke in the physics tab and it looks really cool but I´m not able to find the perfect frame range which loops the smoke animation perfectly. Is there any easy way to do this? I have to add that I also have a wind element but this should blow consistently, am I right?
Would be great if someone could help me!
Thanks in advance!


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Eye Limit Rotation
I am having trouble with limiting the rotations for my eye lids. when my head is straight up and down the eye lids work perfectly but when I rotate the head the limit rotation on the eyes does not rotate with the head. I am at a loss for how to adjust this. Any help would be great! The first image is the head rotation but not the eye lid rotation. the other image shows the eye rig.

After much googling I managed to find a thread that helped. I had tried limiting according to the Local Space but I didn't realize that I would have to adjust the values again and saw this as it not working. This link helped. and now I figured it out by re-adjusting the the values and just limiting the rotations.
How to lock elbow rotation (forward kinematics)


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How to adjust size and frequency of procedural texture independently
I'm trying to create a procedural texture based material in which I can get a transition from a completely black area to a completely white one by decreasing the size of the black parts of the texture (I make use of Color Ramp to get only pure black and pure white areas).
For example, I've tried to set the size of the texture elements by using the Factor socket of a Gradient Texture as input for the Scale socket of a Wave Texture.
I get the expected result of waves that decrease their size but I get their frequency to increase as well, so the final effect is of a overall constant density, instead I'm trying to get a transition from a high density to a low density areas.
Same results using the other procedural textures (Noise, Voronoi, Musgrave, ...).
It looks as if you increase the distance between your point of view and the object so you see waves or spots smaller but closer to each other at the same time.
I'm wondering how to control Size and/or Frequency separately.
Can you please help me?
As suggested here is an image to better explain my question.

Thank you.
Antonio

i think adding images would help to get the picture

See this: https://blender.stackexchange.com/questions/122740/how-to-make-multiple-strips-for-a-wipe-with-animation-nodes

this node setup will produce the texture you want where you control the frequencies  by the value of Freq and the size by the gradient ( you can pass it through a ColorRamp for more control ) :

the result :

Here is a node setup to achieve a similar result  :

the result texture :

Great solutions, especially the second one because I can easily apply it to other Blender procedural texture as well.
Thank you so much. +1


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Different behavior of Vector Math Modulo node in Shading vs Geometry Nodes environments
I'm trying to move part of the math involving UV maps from Shading to GeoNodes.
Something unexpected happens when I try to move the Vector Module operation.
The simple Shader I want to replicate is this:

As you can see, I create the UV map in GN and pass it to Shader via Attribute nodes.
The migration of the math nodes to GN works up to the Scale node:

The result is the same, as expected.
The problem arises when the Module nodes get activated.

According to Blender docs, both Modulo nodes should operate the same way, so I could actually expect same results, if the inputs provided are the same, which I couldn't be sure of, even though the results are the same up to the preceding nodes.
How can that be explained?
Is there a different logic in Shading and GN environments about Math nodes?
Does the UV map change in some way when passed via Attribute nodes?
Do I miss something to achieve the correct Modulo node (and possibly other Math nodes) migration (if possible)?

Your attribute names seem to be correct; Both reference the uppercase UV attribute, though a little bit hard to read.
The problem here is very much explainable: Working in the Shader Editor, the node graph is executed for every pixel that's drawn. In the Geometry Nodes Editor, the node graph is executed only for every vertex, with the resulting values later on being interpolated between the vertices.
So; Since you are working with a plane of only four vertices, the math nodes only get executed for four sets of UV-values: $UV_1=(0,0), UV_2=(1,0), UV_3=(0,1), UV_4=(1,1)$. Multiplying those values by $4$ and modulo-ing them results in those same exact values, e.g.: $(UV_4 \times 4) \% 1 =  (1,1) \times 4 \% 1 = (4,4) \% 1 = (1,1)$.
Thus, after the Geometry nodes were executed on the geometry and the results are linearly interpolated for every point inbetween, nothing changed.
The same math in the shader nodes however leads to the expected results, since we aren't only calculating four points and interpolating between them, but taking every possible floating point $p = ([0..1], [0..1])$ and explicitly calculating the nodes for those. This is something we can only really do in the shader node, since the shader nodes are explicitly designed to do calculations for many pixels seperately, where the geometry nodes only work on a per-vertex level.
You may get similar results in the geometry nodes editor by radically subdividing your plane, but that would increase poly count, calculation time, and make your model unworkable, along with still having interpolation problems, so there's sadly not much of a solution here. For some things, fragment shaders really are better suited.


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"Set Smooth" and "Subdivide Mesh" geometry nodes nasty interaction
I'm trying to "Set Shade smooth" and "Subdivide mesh" of geometry created within a GN group.
As soon as I apply the "Subdivide mesh" node, the smoothing effect progressively disappears, depending on subdivision level applied (the higher the level the more the smoothing disappears).
No problems with a similar non subdivided mesh, instead.
Below the GN group and the result.

I've tried to force the smoothing before and after the subdivision, but in vain.
Is there any ways to obtain the smoothing of GN created and subdivided mesh?

It's working as intended. You're subdividing the mesh, but not with catmull-clark. You're simply adding more edges while mantaining the same 'low poly' shape, so you have more faces but they're flat, and so shade smooth doesn't smooth it enough because the avarage normal still looks 'low poly', even though it isn't.
Long story short: use subdivision surface, not subdivide.

You should use the subdivision surface node, not the subdivide node. The difference is like switching catmull-clark switch in the subdivision modifier.
Subdivide is just simple interpolation on the flat surface of each rectangle of your sphere, which will make your edges sharper the finer your subdivide gets.


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How to customise (add properties to) existing Blender data?
Is it possible to to customise Blender specific data structures?
For example how could I add a python list data type to a Blender action?

You can use a CollectionProperty to store a variable amount of items like a list, the properties per item need to be declared beforehand:
import bpy

class VectorPropGroup(bpy.types.PropertyGroup):
    # name = StringProperty() # this is inherited from bpy.types.PropertyGroup
    vector = bpy.props.IntVectorProperty(size=3)

bpy.utils.register_class(VectorPropGroup)

bpy.types.Action.my_collection = bpy.props.CollectionProperty(type=VectorPropGroup)

action = bpy.data.actions.new("My Action")

item = action.my_collection.add()
item.name = "First"
item.vector = (1,2,3)

item = action.my_collection.add()
item.name = "Second"
item.vector = (2,3,4)

print(action.my_collection[0].name, action.my_collection[0].vector[:])
print(action.my_collection[1].name, action.my_collection[1].vector[:])

It will print:
First (1, 2, 3)
Second (2, 3, 4)

Note that you can't add() items from within a draw() method. You need to call it manually (text editor / Python console) or create an operator for the user to be used in a UI.

You can customize data structures with custom properties.
Note that only bpy.types.ID, bpy.types.Bone and bpy.types.PoseBone classes support custom properties.
bpy.types.ID subclasses: WindowManager, Speaker, MetaBall, ParticleSettings, Palette, PaintCurve, Camera, GreasePencil, NodeTree, Material, Mask, Lamp, Sound, Object, Library, Screen, MovieClip, Brush, Mesh, FreestyleLineStyle, Scene, Text, Curve, Lattice, Texture, Image, Armature, Key, Group, VectorFont, Action, World
So Yes, Action will support custom properties
There are several types of custom properties: static, dynamic and ID
For static type the format to store lists in is for example bpy.props.StringProperty(), so any data needs to be encoded into string and then decoded.
For ID type you can use lists and dictionaries but lists may only contain floats and integers. Also they are declared only for single datablock.
The dynamic accept functions and are not stored with blend file.

How is StringProperty a list format? The only real list type is CollectionProperty.

I meant like you can store lists in them. CollectionProperty is finite. I will edit to make it clear

You can basically add as many items to a collection as you want, or did you find an upper limit?

You can add as many of items at collection declaration, yes. But you cant add dynamically more or remove. You would have to create a new collection and swap it. The collection is meant to represent finite collection of properties and such behavior would confuse the code reader. Encoding a new string and adding it to old one when list grows (or truncating it) and swapping strings is far more convenient don't you think? If the encoding/decoding is well designed it shouldn't be even a performance bottleneck.

I don't think you got that right, collections are dynamic. After declaration, they contain zero elements. What properties the PropertyGroup has (so every item in the collection) can't be changed after declaration indeed, but that shouldn't be any problem.

You are right, the method add() (which is not very well documented or exampled) works outside of draw(). That's nice and thanks for the info. This should be at least put inside code example in here: http://www.blender.org/api/blender_python_api_2_70_release/bpy.types.PropertyGroup.html#bpy.types.PropertyGroup. Do you know someone that can change it?

There is an example on the bpy.props page: http://www.blender.org/api/blender_python_api_2_73_release/bpy.props.html#collection-example


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How to detect clicks on empty space via python?
To elaborate - I want a setup where LMB clicking (in the LMB to select setup) on an empty space in the 3D View causes all of the mesh to be deselected when in Edit Mode, all objects when in Object mode, etc. I specifically would like to do it via an addon, but any help is appreciated.

I'm not sure what you want.. Do you just want to deselected everything (in python)?

I edited the question with a clearer explanation.

It's actually really simple:

Go to User Preferences > Input and change the filter type from Name to Key-Binding
Search for action and find the 3D View category
Change view3d.cursor3d to object.select_all
Set Action to Deselect

Clear search filter
Expand 3D View > Mesh and Add New
Set it to mesh.select_all and Deselect
Bind it to Mouse, Action and Press

Sorry, I messed up. I meant Select mouse (I think is the term). So - LMB clicking on empty space in the LMB to select setup, or RMB in the RMB to select.

I see, my bad! You can still make it work: bind the select_all operation to double-click so it doesn't interfere with LMB select click!


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How to batch join a sequence of images with a sequence of alphas?
What I have:

[A] a sequence of RGB images
[B] a sequence of grayscale alpha images (but also in RGB)

What I want:

a sequence of RGBA images that have untouched RGB channels from the [A] sequence, and the alpha channel created from the [B] sequence.

Is there a way to do this using Blender's sequence editor?

EDIT: I'm almost there. The trick is to load both sequences as Movie Clips, add these to the compositor using the Movie Clip node, and combine channels.
The remaining problem is the way the alpha is handled - I want straight all the way (so that the RGB channels are not touched), but I can't find any settings for that, and I get a white outline, such as often appears when there is straight/premultiplied alpha mismatch:
https://dl.dropboxusercontent.com/s/jvf9r7fu6j9hrna/shot_170905_203012.png

You can use SetAlpha node in the compositor to join both sequences, if that's acceptable...?

@brockmann Almost - see the edited question.

The method used in that screenshot is wrong. Try with the SetAlpha node instead, as @brockmann suggested.

Where does the source material come from? (I mean, do you know what program was used to produce it?)

I agree with troy_s regarding associated (premultiplied) alpha is your best bet here.
Use the SetAlpha node, then plug an AlphaConvert from straight to premul.
That will result in a correct associated image. Blender wil pre-divide it back if you save the output as PNG.

The images came from AfterEffects - the source shouldn't matter though, right?

SetAlpha + AlphaConvert removes the outline, but I also lose the padding from the RGB channels - I need those to make some manual fixes to the alpha later: https://dl.dropboxusercontent.com/s/4b5cz4gkjrt8mox/shot_170905_210901.png

Well, it does: After Effect has an unassociated alpha internal workflow, while Blender and most of the nodal compositors have a preferred associated alpha workflow. The output format you use also matter.

The padding will be back when the image gets pre-divided upon saving as PNG. You just can't see it because Blender's viewer expects an associated alpha buffer.

I couldn't export with unassociated alpha from AE, that's why I have to separate sequences I want to join into one sequence with unassociated alpha. A solution to export as unassociated from AE would also work.

@gez Nope, the padding gets removed, not visible also after export. (I mean padding that is around 100 pixels, not the couple pixel alpha padding)

Sure. the only padding you'll get is from semi-transparent alpha. But since you want to preserve RGB intact, then use the method described in my answer. It won't look ok in the viewer, but the saved image will be fine and will preserve all RGB pixels.

Just tried it, both with 8 and 16 png - I don't get the RGB info back after exporting : ( Maybe will try some other formats.

Connecting the alpha directly or through a set-alpha node? Try saving with the "use alpha" checbox disabled.

With 'use-alpha' disabled I get no alpha and RGB info outside alpha gone. I also tried https://dl.dropboxusercontent.com/s/mlmwkn6w5q9epn6/shot_170905_213854.png and export to RGBA tga, but then alpha channel is just white : /

No, wait. you have to connect the alpha channel to the alpha socket too.
Also get rid of that separate node. Why are you pulling the alpha from the red channel? Pull it from the image socket straight away

Ok, got it. I went back to after effects and found that it exports straight alpha correctly when you use format other than png (or I screw something up last time).

I pulled alpha from the red channel because I exported sequence meant for the alpha as RGB, so any channel would do (I chose red).

What you try to achieve is extremely simple:
Just plug the RGB image to the Composite's node "Image" socket and plug the Alpha image to the alpha channel, and make sure you're saving to an unassociated alpha format, as PNG.
The same effect is achieved by just plugging a set alpha node and connect the output (Now RGBA with the new alpha assigned) to the Composite's "Image" socket.
Keep in mind that both methods will produce exactly what you want, but you won't be able to see it in the viewer, as Blender expects an associated buffer to display. The saved PNG will be fine.
That being said, it's important to remember that PNG and unassociated alpha are no the best choice for CG and VFX.
Associated alpha allows you to create composites where your transparent pixels can also be luminous, producing lighting effects that are absolutely impossible using unassociated (straight) alpha.
Preserving RGB is only useful when you want to do associated alpha compositing. It is completely useless with unassociated as the alpha over operation will make any pixel with alpha=0 disappear.

Adding to that, After Effects can be used for this as well - it can export tga sequences with straight (or premultiplied) alpha.

But it's internal pipe is still unassociated, which mangles some associated files with luminscent transparent pixels. In this case it won't make any difference for you, but it's goog to keep that in mind when you're producing the source assets with an associated alpha program.


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How to expose a value that doesn't have an input socket next to it in a Node Group?
In other words: How to control a value (that doesn't have a socket) in a node inside a Node Group using this Node Group's Group Input.
I'm guessing somehow drivers need to be involved, haven't found info on this though.
Example: Driving a Size property from Map Value node from a Group Input of the Node Group the Map Value node is in.

What value do you want to add to your group?

Related: http://blender.stackexchange.com/q/40770/5705

I don't believe it is possible to drive something from an output socket.  AFAIK you will have to manually recreate the functionality of whatever node you are trying to control as I did in my answer to the above linked question.

Drivers inside node groups have problems updating, I think somewhere on SE there is a very similar question. The best solution is to build custom nodes that do what exactly you need, rather than trying to hack existing nodes with drivers. If this is possible depends on what you are after. Can you specify it?

Specified the question with an example. How about linking the Input Socket to a value that then in turn can drive something?

Driving values with other values seems to be possible: http://blenderartists.org/forum/showthread.php?260721-Blender-Tutorial-Driving-multiple-values-in-the-compositor-with-one-value

Looks like we're getting close to a postable answer ;-)


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Where's Offset Edge Slide in Blender 2.80 menus?
In order to learn Blender I'm thoroughly reading the docs and I've come across Offset Edge Slide, which is barely documented but seems really useful to add detail in a face.
Problem is, I cannot find it in the menus of Blender 2.80. Granted I can use the shortcut or the F3 search tool, but it'd be great to know whether it appears in a menu.

You can find the Offset Edge Loop Cut/Slide in the toolbar. You need to press and hold your left mouse button on the Loop Cut icon and then select the Offset Edge Loop Cut from the menu. The naming is a bit inconsistent, the menu entry says Cut and the description, documentation and last operation panel call it Slide.


text:
make cube fall?
Simple question, all I want to do is make a cube fall onto a plan in blender game using physics engine. I used to be able to do this but jutt can't get it to work and want to start toying around with it.

After you put a plane and a cube above it you should add first of all a rigidbody to the cube
In order to add a Rigidbody to your Cube you have to move to Physics table inside the right menu

 - This will allow your cube to fall down.

After this you have to select your Plane and add a Rigidbody
to it in order to make it "solid" and collidable with your cube, so you have to move to "Rigidbody" menu and then select "Passive" to it so it won't fall down for gravity, remember that your cube is "Active", like this:

I'm not really expert in these kind of things, just starting with Blender, I hope this is the correct way and I hope that maybe this will help you, also I hope that this was corcerning the thing that you were asking about

My blender looks nothing like this, https://imgur.com/a/mMel556

@ketchupboy2002 Yes sorry, I was using Blender 2.8 the new version, by the way, I added the correct screenshoot for your version, check them now, this steps will allow your cube to fall down and the plane to not fall

After adding the rigid body through the physics menu, you can active it through this menu,https://i.sstatic.net/UaMIL.jpg


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Boolean modifier difference issue
I've been testing with a ramp and attempting to make a pillar that holds up the ramp and want to add a boolean modifier to the ramp, that way the top of the ramp can be sectioned away but whenever I try to do so, it deleted the ramp entirely. NOTE: The ramp and pillar both have thickness.

You cannot get what you want with the two objects as you have them. The pedestal is not even bifurcated by the ramp. The ramp should be either higher, or temporarily changed to a solid cylinder or half-cylinder.

Wow my bad, I really should of realized that. Being the beginner I currently am I don't honestly know how to make the cylinder solid, so some instructions from more experienced users like yourself would be nice, thank you!

If you just want to chop off the top of the ramp use Knife Project operator instead, its a lot more suited for what you want to do. See both these answers for more details

I think there may be some confusion, I don't want to cut the ramp at all. I'd like to cut the bit where the pedestal bisects the ramp.

In that case the ramp has to cut the pedestal completely, as it currently stands there would be leftover bits still connected. Also avoid Booleans  operations in the long run, they are not a proper modeling method for meshes, and will only bring trouble down the road sooner or later.

Okay, how do you suppose I cut the pedestal? The only method I know is using the boolean modifier.


text:
Python API documentation of older versions of Blender
Where can I find Blender Python API documentation of older version/releases of Blender?
Until last weeks I came across pages of Blender 3.6 API googling for information but now, every time I try to find older documentation, I get directed to Blender 4 API.
I'm actually using Blender 3.3 and even though difference might be subtle or none at all, depending on topics, nevertheless I'd like to access specific version documentation.
Can you help me please?

You can simply change the page address:
https://docs.blender.org/api/current/index.html
by:
https://docs.blender.org/api/3.2/index.html
or:
https://docs.blender.org/api/3.6/index.html
etc.

I found another way that can be useful because allow jumping directly from Blender in use at the moment to its version documentation pages.
Almost every element in the UI has an "Online Manual" button in its Right-Click Context Menu.
Clicking that button opens the default browser to a page of the right version of the documentation.

That's cool, really!