text:
Render each strip from NLA editor?
I have 20 different strips on the NLA editor, and am trying to render all of them.
How do I:

Render each strip seperately into it's own output folder
Render only active frames/keyframes

Python looks promising, but I was wondering if anyone could give a few hints on the methods needed.
Something along the lines of:
for strip in nla.getstrips()
{
   dopesheet.add( strip );

   active_frames = dopesheet.getKeyFrames();

   start_frame = active_frames.first();
   finish_frame= active_frames.last();

   render( dopesheet,
        range = [start_frame, end_frame],
        outfolder = strip.name()
   );

   dopesheet.remove( strip );
}

Do any nla strips overlap? do you want any overlapping strips to render separately? For skipping still frames this answer may help.

Yes, many strips do overlap (multiple paths an animation can take), and yes overlapping strips should NOT mix and should be kept seperate please

Looking at 1. to render each strip into it's own folder we can make a list of each nla strip, here I store the mute setting to restore later and mute each strip as we go through.
Then loop through our list of strips and render the frame range of each one, by setting the render.filepath here each strip can go into it's own folder.
To also achieve 2. you could look at the script in this answer and incorporate it into the rendering loop.
import bpy

output_dir = '//renders/'
scene = bpy.context.scene

# make a list of strips used in the NLA
# strips are found in -
# object.animation_data.nla_tracks[TrackName].strips[stripName]
nla_strips = []
for obj in scene.objects:
    if obj.animation_data and obj.animation_data.nla_tracks:
        for track in obj.animation_data.nla_tracks:
            for strip in track.strips:
                nla_strips.append((strip, strip.mute))
                strip.mute = True

# save to restore later
orig_frame_start = scene.frame_start
orig_frame_end = scene.frame_end
orig_filepath = scene.render.filepath

# render each strip
for strip in nla_strips:
    scene.render.filepath = output_dir + strip[0].name + '/'
    scene.frame_start = strip[0].frame_start
    scene.frame_end = strip[0].frame_end
    strip[0].mute = False
    bpy.ops.render.render(animation=True)
    strip[0].mute = True

# restore changes we made
scene.frame_start = orig_frame_start
scene.frame_end = orig_frame_end
scene.render.filepath = orig_filepath

for strip in nla_strips:
    strip[0].mute = strip[1]

Brilliant! You did the hard part - I can totally finish this on my own!


text:
Video Editing: Unable to create Keyframe
I've imported a long MOV file (50 mins, x264) and I want to do some speed control over it.
I deleted the audio track to focus just on the video track.
I have dope sheet and graph editor open too.
In the Sequencer View, I right-click on the track and left-click to a specific frame. I press I and nothing appears in the dope sheet, the timeline or the graph editor at all.
So, I create a strip (speed) and right-click on it and - as shown in the official docs - untick Stretch Input where I expect the Speed Factor box to show the current frame.
It does not. I press I, nothing happens.
Please help.

Are you pressing I over the strip? or over the values on the properties region? You need to keyframe the values. Does this help?

Ah I can keyframe the speed factor, but not the frame it appears. I will use then this, thanks.

source: Stack Exchange

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

sort: votes


text:
Blender rescaling rendered image lowers quality
I recently rendered an image in blender. Now, the issue is, when I down scale the image the quality seems to lower as I can identify individual pixels. I'm not entirely sure if this is aliasing (and if it is, it would be nice if someone could explain how this is caused by aliasing) and whether setting anti-aliasing in blender would work. See below:
Before

After
Any help would be appreciated, thanks.

Avoid using MS Paint for such things. Paint applies scale immediately after operation so if you drag scaling 2 times, the quality will be lost twice. In any image editor like Photoshop or Gimp you can scale image, preview result and then apply it. I'd say Blender isn't related in this case, rather than image editor program used.

you can also set the render dimensions in blender.

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


text:
Transferring rig weights from one mesh to another in blender 2.76
I've recently started using blender in order to create my own models for games and such. I have created a model, rigged it, created clothes separately and now I want to add those clothes to my model so that it moves with the rig without the skin poking through.
So there are many solutions that use the weight transfer tool but I can't seem to get this working with blender 2.76. I parent the rig to the clothes with empty weight groups under the deform option. I then, selecting the mesh and then the piece of clothing, go to weight paint mode and choose the 'transfer weights' option under the tools section but the weights dont actually get transfered, nothing happens.
All the tutorials online use previous versions of blender and so the interface of options when choosing to transfer weights is different which could mean that I am just selecting the wrong options (I tried messing with them but nothing works).
Any help will be appreciated. I can post pictures later if need be.
Thanks

Added a proper explanation here:
https://stackoverflow.com/questions/34719718/transferring-rig-weights-from-one-mesh-to-another-in-blender-2-76/34760742#34760742

Im using 2.79, they did change it after 2.76. Heres how it works now. Once you have parented the desired mesh to the rig with empty groups. You have to select first the weighted mesh and then the desired mesh for the transfer. Then go into weight paint mode. Then change the following two settings, source layers and destination layers. Source layers needs to be set to "By Name". Destination needs to be set to "All Layers". Once these two settings are changed the transfer will automatically occur.


text:
Blender to Unity: Model Rigging Issue
I have a model that I created in Blender. I then created a bow and arrow and then parented it to the hand bone of the model so that it moves with the hand. When I use the .blend file in Unity, however,the bow and arrow shifts to some other position away from where it is supposed to be. I'm not entirely sure how Unity and Blender's co-ordinate systems differ so it might be that but I haven't really had this problem with other models before. Any help would be appreciated.
Edit: Ok, so I've figured out what the problem is but I have no idea how to fix it (apologies for my poor modelling practices in advance because i'm fairly new to this)
This is my model in pose position:

This is my model in rest position:

I connected the bow to the skeleton by clicking on the bow rig > shift clicking on the hand bone > CNTRL+P > to bone. This works fine as the bow now moves with the skeleton and I can do whatever I need in the NLA editor.
Now, the issue is, when I use the .blend file in Unity, the bow is in the rest position of my model even though the skeleton is in pose position and performing the actions (so the bow is floating on the side).
I've tried connecting it differently. If I connect the bow instead of the bow rig to the model, then it is in the correct position in unity but then the bow rig detaches and so the bow animations don't play.
I've also thought the problem would be solved if I make the the current pose position my rest position but when I do that, the mesh reverts to the old rest position and moves very weirdly with the skeleton
I would really, really appreciated any help with this as it's been hindering my progress for the past few days.

If you want to apply the pose as rest pose and the model is already skinned, you need to apply the Armature modifier first, then apply the pose, then add a new Armature modifier from the modifier menu.
You can also probably join both the armatures together (CTRL-J) and parent the bow on a bone level.
But if you wanna have swap-able weapons, then the common practice is to have a dedicated weapon bone and copy it's global matrix to the weapon of choice in engine.

Thanks! I haven't tried using it Unity yet (because I'm at work xD) but it seems to work. However, the issue now is that my animations are a bit screwed up (the arms are in the wrong start positions but the legs are fine). I suppose I can just redo the animations if need be but is it possible to fix this?

@Amposter that would be hard to fix because the rest position is changed. You would have to transform every keyframe of inverse of the change you made when applying the pose. It might be easier to redo the animation.

Ok thanks. I'll try it out in Unity later but it should work. Thanks again!

I know this is closed already but how exactly do I save the NLA animation? Question is here: http://blender.stackexchange.com/questions/45281/blender-to-unity-5-using-more-than-1-rig-with-animations


text:
How do I enable the Flip Active/Selected Bones options?
Flip Active/Selected Bones with Armature in Pose Mode.
Currently the options are disabled. The goal is to get them enabled and functional.  The options respond to hover movements but mouse click has no effect in the panel UI or the 3D View window.

Click Image for larger view. Composed image. OS is Windows 10.
How do I get the options enabled?

Active Only
Extend

If I run the following script from the text editor window it is successful.

In related contrast,  the similar feature does works fully with options in
[Edit Mode].
[Edit Mode] successful.  [Pose Mode] not successful.
Its slightly interesting that the menu names are different in pose mode and edit mode.  The panel titles are the same.

link
https://www.blender.org/api/blender_python_api_2_69_4/bpy.ops.pose.html

bpy.ops.pose.select_mirror(only_active=False, extend=False)
Mirror the bone selection
Parameters:

only_active (boolean, (optional)) – Active Only, Only operate on the active bone
extend (boolean, (optional)) – Extend, Extend the selection

Thanks.

Do you get disabled behaviour on new single bone object?

are they really non-functional or only greyed out? for instance, when editing keyboard shortcuts, quite frequently i see greyed out checkboxes or input fields there, but you can enter values just fine.

@batFINGER The features are not enabled for a single new bone.  Of course I want to use the feature for X axis symmetrical armatures with mutliple bones .

@aliasguru I cannot click the options to enable them as implied by the UI.

could you please post the file? i am curious if it is something which gets saved or if it only appears on your system

The operator properties are disabled when global undo is disabled

As for the menu variations, that would be to reflect the way the operator performs. Most of the select_mirror operators change the selection to be items on the opposite side, this can even lead to no active vertex in the selection. But the pose mode select_mirror operator will select the mirrored bone unless both bones are already selected when it will only change the active bone and not alter the selection.


text:
Render Layer ID for material in Cycles?

It would be useful for some particular final render to have multiple render layers where the render can choose material features based on a Render ID.   Object ID is a similar precedent.
Is that feature or facsimile already present?
Assuming render layer pre needs to be registered and run
Python Preliminary
import bpy

def renderID2016():

m = bpy.data.materials['UVObject']
n = m.node_tree.nodes
v = n.get("Value")
v.outputs[0].default_value = 5

renderID2016()

Will consider frame_change and render_pre.
Can the materials know the current render layer name or render layer index?

We can set a property for some random variable.  Not for any member the variable scene.render.layers  .
Failed Attempts

Image above.  If you use an Cycles materials as emission,  the setting above affects the Cycles lights.  Sun Lamps, Point Lights, and these automatic lights are not affected.

There may be a way to do this with drivers, I'm not sure.  I am also looking for a way to drive something based on the render layer.


text:
Geometric Normal in Nodes Editor / Material Nodes for a different Object

Is is possible to get the Geometric Normal/Rotation Orientation in Node Editor / Material Nodes of a different Object?
Cycles with a image sequence.
Above we see the Normal node in a  Node Editor window/ Materials Nodes.  It would be useful  to have  the orientation follow that of some [other] object.  Is there an efficient method for doing this?
In the nodes I am using a static normal as depicted as a inferior substitute for a dynamically moving normal. Currently the single normal would exist across all frames, which is failed.   A UV project modifier is used which projects on potentially all faces.  This is not what is needed so the texture is removed on certain faces.  The certain faces are determined with the static normal substitute.  The simplified static normal will not work acceptably in all cases.  The sphere depicted is a simple testing object, and not necessarily a final object.
I may consider compositing a threshold filtered gray level image.

Image above is preferable since sphere has dark untextured backside.  This is the easy case.  Light Source and Static Normal are parallel/compatible.

Image above is failed since sphere has textured backside.

Image above is failed since sphere shadow and texture are not coincident.  The wall shadow is desired as is.  The light source and static normal are not compatible/parallel.

Image above is acceptable since sphere shadow and texture are coincident.  I manually changed the normal node which is the manual labor I want to eliminate.

Python with a frame change handler is the least desired at this point.

Is the object option of the Texture Coordinates node not working?

It is nor clear what you want. You show a Normal node in the image (which is the same across the whole surface) but you talk about geometric normal. Do you want to rotate this single Normal vector which another object's rotation?

@sambler  The object option appears to texture both sides of the simple sphere.  That is undesirable in this case.


text:
Editing a material without assigning it to the active object
I'm trying to work on the materials for my scene without touching the rest of the scene for now. When I try to switch between scenes by clicking the outlined thing, it automatically applies the selected material to the active object.
Is this the wrong button? Should I be clicking something else in order to edit the material properties without applying it to my objects?
Thanks for the help in advance.

Presently there is no experimental area to create materials before assigning them to an object. This leads to workarounds, and they may be obvious. Ways that come to mind are:

script it, and assign it.
or, create a dummy object like a suzanne (because it's shapely) and create the new material for that and tweak it until satisfied. Then assign the material to the object(s) that you do want to use it with.
or, start a second instance of blender, create suzanne, create a material for it (give it a good name), then save the blend. Then in the original blend go to File > Append > (select file with the material) > Materials > (select the named material) Append . This will append the material to your current .blend file. Assign the new material to the desired object.

Remember, Giving a fake user (the F button) to a material tells blender not to delete that material if it isn't assigned to any objects, when the .blend is saved.
ps. I don't like to use bold letters often, but good names are very handy.

Alright, that's unfortunate that there's no way to do it, but thanks for the help.

Agreed, but Blender is light weight so opening a second instance isn't too taxing on most modern machines..

When I migrated from 3dsmax, this bugged me too - I liked having a dedicated materials panel.


text:
Drive geometry nodes by normal map?

I have an object, and for each vertex, I want to instance-on-points an object rotated in the normal direction specified by the normal map at that vertex's UVs. However:

Geometry nodes does not have a "Normal Map" node to convert an image texture to vectors
Geometry nodes "Image Texture" does not provide colorspaces, so I don't know if the normal map is being loaded as sRGB or linear.

If I replace the image texture with (0.5, 0.5, 1.0), I get the expected behavior of all normals pointing vertically, which makes me suspect this is a colorspace issue:

Is there a "correct" way to do this?

Solved it, I think.

Bake normal map to vertex colors (in linear color)
Add vertex colors to geometry nodes input and configure the modifier to use the right vertex colors

Let me know if there's a better way.

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


text:
Sequence Editor Aliasing of downscaled clips
I have a transparent image I would like to overlay on another background. When I downscale the image, it looks heavily aliased

Ideally, I would like a result more like what you'd expect with traditional downscaling:

Already tried:

How to remove aliasing from two images displayed on top of each other in the video sequence editor?, which doesn't seem to have any effect.

(I'm aware that the real answer might be "learn to use a different video editor--the sequence editor can only do so much" or "make a ticket and fix it yourself", but I'd like to check in case I'm missing something obvious.)

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


text:
Import object from python
I create some small my own primitives. Is possible import it from blender file?
For example in blender file my1.blend I have object caled "my1". I prefer working on small files with one object in one file and next join it together and put location/scale in specyfic way.
I need import this object into my current blender project (other than my1, for example all.blend) in specyfic x,y,z location, and scaling to 1.5 factor. My object have some modyficators, materials etc.
I need only read object, materials, color etc. No scenes, lights etc.

You'll want to look at bpy.data.libraries.load(), which allows you to open a Blendfile and select which datablocks (objects, meshes, materials, etc.) you want to append or link. The API documentation also has examples.

In case the API documentation linked by dr. Sybren isn't enough, I have another example of using bpy.data.libraries.load() at http://web.purplefrog.com/~thoth/blender/python-cookbook/link-external-data-blocks.html
Here is a copy of it:
import bpy

def library_get(name, data_blocks, libpath=None):
    """ Since it is possible for a .blend file to have several objects
with the same name linked from different files, this routine lets us
hunt down the right one. """
    for x in data_blocks:
        if x.name == name and x.library is not None:
            if libpath is None or libpath == x.library.filepath:
                return x
    return None

def addGroupToScene(grp, scn):
    for obj in grp.objects:
        scn.objects.link(obj)

#
#

fname = "//cube.blend"

print(fname)
with bpy.data.libraries.load(fname, link=True) as (src, dst):
    # src has many properties, each of which is a list of name strings.
    # dst is how we specify what we want to link from the library file.

    # let's link the "dazed" scene
    dst.scenes = ["dazed"]
    # and the "omnitile" object
    dst.objects = ["omnitile"]
    # and an object group
    dst.groups = ["frog"]

    # and just to be fancy, let's count up how many linkable things there are
    for dbt in dir(src):
        name_list = getattr(src, dbt)
        print("%s[%d]" % (dbt, len(name_list)))

# just because we linked an object doesn't mean that object is in any of our scenes.
omnitile = library_get("omnitile", bpy.data.objects)

scn = bpy.context.scene
try:
    scn.objects.link(omnitile)
    # now it is.
except:
    pass

# link all the objects from group "frogs" to the current scene
addGroupToScene(library_get("frogs", bpy.data.groups), scn)

I think you need
https://docs.blender.org/api/blender_python_api_current/bpy.ops.wm.html?highlight=bpy%20ops%20wm#bpy.ops.wm.link
It will take some time to get all the params right. Then scale/Move your object as usual from python.

Just found this: https://blender.stackexchange.com/questions/92582/scripting-import-assign-material-from-another-blend-file maybe you can collaborate


text:
When I export a game the executable file hasn't got any textures
I have a game with textures and I want to export the game into an executable file. I know how to export it but when I run it, it hasn't got any textures? Please help.

Are you packing external data before you export, as per the instructions?

Yes, and the texture in the game turns black

Never used BGE, but have you tried to make all paths relative? (File->External Data)

Nop, i'll try now

I suggest to post suggestions as answer rather than as comment.

When you want your application file include the textures then you need to perform Mainmenu/File/External Data/Pack All Into .blend before creating the application file.

Each asset that is not included will not be found and therefore not be displayed.

When you do not want your application file to include external assets you need to perform Mainmenu/File/External Data/Make All Paths Relative before creating the application file.

Do not forget to deliver the files with the application file at the same relative position as at the moment of path change.
Each asset that is not found will not be displayed.
Remarks:

You need to deliver with relative paths as the end-user will not use your local paths.
It is easier to develop with absolute paths. This allows to move the  linking .blend file around without the need to adjust the paths.
Moving linked .blend files around always requires to update the paths withing the linking .blend files regardless if the paths are relative or absolute.


text:
how do I bring back the initial menu to configure a mesh?
I hope this is easy: how do I bring back the Math Function menu for a mesh once it has been initially created?  After I first configure the function the menu disappears and I can't seem to bring it back.

The math function menu like all object initialization menus can only be used when you create an object, if you go to edit mode or use any operation in the 3D view port, it will disappear.


text:
Can I reduce rendering time by adapting computer hardware?
Can I reduce rendering time by adapting system requirements? And if I can, what are the things I have to consider while adapting my Computer? If I want to get output instantly withing few minutes even when I set the sampling value to 2000 +, how I have to modify my system?


text:
Cycles. Image sequence used as texture renders pink
I add to texture as image sequence on plane I set up first and end frame. Auto refresh and cyclic activated.It works well in rendered mode but texture goes pink when I render it.It seems like texture is missing.
Blender v275
OS Windows 8.1 64 bit
Cycles render

Thanks for your comment. Actually i did it again and it's works fine. I don't know what was the problem.. Thanks again!

Usually when blender renders something in bright pink / fuschia , its the indication that the link to the image is broken. Meaning the image texture file or sequence file may have been moved from their original folder or moved to another drive of your computer. Renaming of texture files also causes links to be broken.
If you did not move those files, it can be an indication that your harddisk or operating system are having trouble locating those files. Check to see if it's also an underlying hardware issue.


text:
Object cannot be selected and only appears in Object mode?

I have this box in my model, and I cannot select it at all, even with the b key, and it only appears in Object mode, and cannot be seen in Edit mode. How do you delete it?

Did you make the box, or did it appear out of nowhere? Also, can you select it in the outliner?

I think you accidentally hid it (pressed H key).
go to edit mode and unhide it by pressing AltH.


text:
Is there a way I can make a hollow object solid?
Yesterday i managed to create this shape that is similar to a teardrop.
Front view:

Side view:

I then mirrored it on the Z axis using the mirror modifier like this:
But the shape is hollow from the inside and that creates a problem when I render it as glass, because instead of passing through a solid object, the light simply passes through 2 glass planes.
Is there a way to create a solid object from a hollow one ? I haven't been able to find a sort of "Fill" function that does that.

I think there are some misconceptions about 3D modeling and "filled" objects here.
3D modeling tools always create "hollow" hulls. There is no such thing as a "solid" object. If an object appears to be solid it's just an illusion created by using the right material shaders.
As always, it would of course be important to know what the purpose of your model is (still render, animation, game engine asset) to give an appropriate answer.

Could be that the normals are not in the right direction. I'd suggest applying the mirror modifier, check that all the vertices of the two halves are correctly joined so that the inside is properly enclosed and then check that the normals are all pointing outwards (should be able to do that by selecting "recalculate normals".

You can just use the soldify modifier. This lets you change the thickness and tweak it later on.

It works better if you apply some subdivision in order to smooth the surface.
Applying the mirror modifier, checking that there are no loose vertex by merging them by distance and with all normals pointing outwards, the mesh behaves as a solid piece of glass.
If you want it look like a bottle (hollow with some thickness), apply a Solidify modifier.

You are wrong. This object is solid (filled). There are no "2 glass planes" This is one solid object. For make walls you can use "Solidify" modifier. Or in edit mode copy all, scale it, select only inner part and invert normals. Normals determine which side of face is inner, and which is outer. Face "as is" have zero thickness.

authors: Ельф Краєзнавець


text:
How can I solidify a 2d shape so that the rim isn't solidified and the center is solidified the most ? (Think creating a dome from a sphere)
I am trying to create a teardrop shaped Jewel such as this one.

The approach I wanted to take is the create a cross section of the jewel and model it from a circle as seen here:

and then solidifying it in some way which would make the center have the most height and the keeping the rim as edges. Think of it as solidifying with a factor of 1 in the center (or the point where I choose) and that factor gradually decreases until it reaches 0 at the outer edges where they are not given any thickness.
I'm not ever sure that this would be the right approach, but it seems to be the easiest if I am able to find a modifier that created my desired effect.

So the question is "an easy approach to model the jewel in the image" right?

You can consider them 2 questions really. I'd like model the jewel in the image, yes, but I also want to know if the modification I'm asking for has a modifier and if there's a way I could create that effect, if not for this jewel then for later use in the other projects - it just seems handy.

ok now i understand :)

A way to do that using a modifier is to shrinkwrap the jewel to a plane, using a weighted vertex group (the plane here is displayed in wireframe mode):

Select the vertices you want to move (all except the borders).
Go to weight paint.
Validate 'vertex selection masking'
Enable X mirror
Then paint (add) the wanted vertices.
Once done, smooth the result.

After that, you can tune the influence in the modifier :

Following the comment, in order to use more easily a mirror, start from a circle, extrude inside then grid fill the inner part. That will allow you to have an edge loop or more around the jewel, so that you can connect easily the main part to the mirror center. Here is the kind of start that can be good for that :

Thank you! This was my first time using both the shrinkwrap modifier (though I understood how it works) and my first time learning about weight painting all together. Out of curiosity, is it possible to to use an image texture for weight painting. For example, I could take a screenshot of the 2d shape, open another program and paint some parts darker (more weight) and apply those to the shape in blender ?

@MostafaElkady, to do that, you may have a look to the displace modifier, instead of this one. Displace modifier uses a texture to displace the mesh. But this is not weight painting, though

Alright thanks! I've ran into another problem now - it's still a 2d plane. I mirrored in order to create the back as well but it remained hollow, I also tried selecting the outer vertices and selecting fill but that does not make it a solid object. I'm thinking of using the solidify modifier then using the knife tool, but is there another way ? Am I using the wrong approach for this all-together ?

@MostafaElkady, I try to give a complement to the answer for that, just a minute...

in the .blender file you attached, when I grab a vertex there is a ring around it and moving that vertex around affects the position of all vertices inside that circle. That seems like a super useful feature, how do you do that ?
Also, I'm sorry but I believe that maybe my question wasn't clear. The mirror modifier works well and I get a complete closed object, the problem is that it is hollow so I'm not able to render it with a glass material accurately as the light just passes through 2 glass planes and not a single solid object. sorry if I'm asking too much but thank you I'm learning!

@MostafaElkady... is proportional editing 'on' ? (maybe it is/was)... this is the reason. Proportional editing can be found in the 3D View buttons bar. For the other question, sorry but I nearly need to go/leave so I cannot answer you. If needed ask another question, thanks !

Check this blend file.
So what i did was i created an ico sphere then used proportional editing , created then the shape that the blue jewel in the image has and then cut it in the x axis (with knife tool) then applyed mirror modifier and tada thats it.

Keep notice that i didnt used too many faces cuz jewels arent smooth - looking
You can use the .blend file if you want :)


text:
What Free 2D CAD programs can export to Blender?
I find it very difficult to use curves in blender. I used to use Corel Draw X4 but it does not work on windows 10. Is there a free program which I could use for 2D drawings which could then be exported to blender ?

InkScape, but this is not Blender related question.

I'll be using the CAD program purely for exporting to blender so I thought that would be appropriate here. I'm still kind of new to stackexchange so excuse me if I'm not well aware yet!

I'm voting to close this question as off-topic because this question is not about Blender as defined in the help center.

I understand anything that will export/save 'SVG' files. SVG can be imported into Blender. There's quite a few questions about how Blender treats SVG in here.
An SVG option under save/export has rapidly become fairly standard for most vector drafting applications. I'm not up on the free stuff right now, so I'm afraid you'll need to do the leg work to find out which one's will save SVG files. Hope this helps.


text:
Scaling X Y Z precision?
What is the precision of numbers in Blender? I am using Python scripting to adjust textures on a model, and need to define my own scaling algorithm. What precision?
If I put 0.0000000005 in the UI it ends up to 0.0, see animated GIF below.

Is that like 0.5mm precision against 1000km ?

afaik the precision goes only at 5 digits. (A problem if you need to work with factors 0-1.)   I see that in vectors etc but not sure for image/texture/uv where 0-1 factor is used a lot. Could be that image knows better but the node does not..

sorry, the q is about ui or you have a problem with the outcome?    the Ui is another case. if u enter "pi" it will display 3.1415 but actually the number is interpreted correctly inside..

I need to get understanding on the limitations of using scaling... I don't think I will get into that problem, but is the UI/python mapping the same, so it will only get max percision of 5 digits? But when I inspect the Python values for scale items, they are <class 'float'>. So I'm curious if they are just truncated in the UI, but actually stored internally as floats?

It seems values are still stored but you won't really see them unless printing. Partially related - Digits of precision of vertices coordinates

32-bit Floating point representation offers approximately 7.2 decimal digits of precision (7.2 = 7 + 1/5), https://en.wikipedia.org/wiki/Floating_point
Blender limits that to 7 digits. Absolutely safe is to have your number's fraction and integral parts not exceeding 7 digits in total.
If your numbers exceed these limits, the rounding error may be seen, for example, if you set scale X for the default cube to 123456789, it will turn to 123456792.
There is no good way to observe floating point values in the UI, maybe you can print them with Python, as that will avoid Blender's UI conversions.
You can experiment with floating point rounding effects using my online C++ test http://cpp.sh/9pv2l


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python find material that is not used
I am not a blender developer, but a python developer. I wanna create some validation scripts that I can use to assure that we don't keep orphan nodes in the blend file. One thing that I wanna do is to find out if there are any NOT used materials in the file. I wanna implement the is_used method below, that should return True only if the material is used in the blend file, and False if it is an orphan material that is just remaining in the blend file.
def is_used(material):
    pass

for material in bpy.data.materials:
    if not is_used(material):
        print('material %s is not used' % material)

material.users is the number of users of this material

Like Chebhou mentioned, you can use material.users to find out how many users there.
So you should use this in your method:
def is_used(material):
    if material.users == 0:
        return False
    else:
        return True

Or because it is a very simple condition, it would be more effective to not use a separate function at all:
for material in bpy.data.materials:
    if material.users == 0:
        print('material %s is not used' % material)

Also, the new str.format() in Python 3 should be used to fit the new standard (but it isn't really necessary). You can also use material.name for a prettier output.
print('material {} is not used'.format(material.name))


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What is the max length of names in Blender?
Is there any max char length of names in Blender? I'm storing node names, material names, shape key names etc in a DB and need to setup the proper max length of the DB char fields.

A test suggests that the longest name that an object can have is sixty one characters. I determined this by using the default cube, and giving it the name

howlongof_anamecant_hiscubeob_jecthavea_nywayaques_tionerasks_a

A material name has the same parameters, leading me to suspect that the same name length is the default for any internal name.
Although you did not ask it, I believe that the total path name of a Blender file is OS dependent, and in Window 7 Professonal 64 bit, is about 256 characters.


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How to bridge between faces which their distance is less than a tolerance?
I have a complex geometry. At some points there are very narrow gaps between faces (like the attached picture).
 I would like to define a tolerance, and bridge between faces that their distance is less than the tolerance. is this possible in Blender?
thanks,
Bp

Please use screenshots instead of a picture of your screen to give clearer images of what you're working with. Ctrl + F3 will do this in Blender.

What is making the geometry, Curve or Mesh? How are you editing, with mouse or with python? Is it 6:15 when you took the picture?


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Can't figure out how to fix model in blender
I have designed a fish using blender and I'm having trouble with the part of the mesh where the fins meet the body. I assume I need to fix the ngons but it just pushes it further up the side of the model. I have a subsurf modifier and morror modifier not yet applied, fyi. Looking and the wire mesh the surface above the part where the fins meet the body is pulled away from the center of the face. I tried a few different approaches including making the face/s non-ngon. Any Help is greatly appreciated.

Consider posting a .blend to http://blend-exchange.giantcowfilms.com/ for closer inspection (just edit this into your question). Then those who would like to help can take a closer look.

I got help elsewhere. They suggested I connect the geometry arcoss the model.

http://community.cgcookie.com/t/issue-with-mesh/4510


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How to animate particle size (Newtonian Physics)
I'm making an animation of water droplets disappearing/drying up. I figured the best way to do this was to create a simple particle system and then animate the size so that towards the end of the animation, the particles "disappear".
I've created a keyframe on the first frame, but when I go to create the second keyframe, it will not allow me to change the value...it snaps back to the original value of .04.
Any help would be greatly appreciated.

If you go to the Physics>size tab under Newtonian, and either hover your mouse over the input box, and press  RMB>insert keyframe, or just press  I while hovering over the input box after setting the particles to the size you need for your scene. Do the same thing to set the scaling down at your later frame. In my example, it is 30 frames using a sphere as a dupli object.

I'm not sure what I was doing wrong before, but this worked. Thanks!


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How do I stop the cloth modifier from treating a joined mesh as separate meshes?
Is there any way to prevent get this to act as a single mesh? Also, I should note that it is pinned at the top.

Yes, there is a way to make it act as a single mesh. The way to do it is to add appropriate vertices to vertical and horizontal bars in edit mode and join them.


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How to import svg file with same thickness
I'm trying to make an animation using svg art I've designed before hand, but when I import it into blender the thickness of the lines are all the same. I know you can change their thickness but there's about 200+ lines/paths I'd need to edit for them to be right.
Is there a way you can think of to have them import with the correct thickness, or make their thickness all become correct once imported?
If you need more info on what I'm trying to do just ask.

There is no such thing as "line thickness" in Blender; Blender is a 3D modelling software, not a 2D Illustration or Graphic design application.
Only way I see you can simulate a stroke in Blender is using beveling either through a simple Bevel Depth or through a Bevel Object
You batch set Bevel Objects for more than one curve at a time by pressing Alt while clicking the field or the picker icon, or you can copy the from an object to others by right clicking and choosing the option Copy to Selected.
If possible join all curves into one single object and then assign the Bevel Object in a single step, otherwise manually assign one by one.
You can just draw a simple straight line segment curve object and assign it as bevel object to simulate a "flat thickness". You can control final thickness per vertex by changing the per-vertex radius property.
Otherwise, if you don't mind a 3D-like circular-section bevel, you could just select all objects with the same thickness and bevel all curves simply with the desired Bevel Depth. This property can be batch assigned to all selected objects by pressing Alt while clicking the value button.
Alternatively you can convert stroke thickness to path in Inkscape and import it as actual geometry, at the expensive of editability and ease of working with the curves.

Mmm Yeah It seems that's the only way right now, I'll import the final image as a background, then import the SVG file to get the paths, then go through all of them and set the right thickness for each. Once that's done the animation will be dead easy.
Good idea to batch bevel ones that have the same thickness to make it easier.
Gonna need some tunes for this XD Thanks for answering though.


text:
How to precisely resize an edge or face?
Say I have a pipe and it's diameter is 23 cm, but I want it to be 10, how would I scale it so that I could type in "10" and it'd then scale to be 10cm in diameter?
if that's not possible then for separate edges if I wanted one to be 10cm could I just type 10 into the numpad and it'll become 10cm? when I've tried this it seems to just scale up by a magnitude. And I can't seem to find a panel that'll let me change the dimensions of an edge or face.

Use the Dimensions sliders in the 3D view properties panel. Press N in the 3D view, or go to View -> Properties. To use the units you want, go to the Properties panel -> Scene -> Units panel. In your case, select "Metric". Then change the dimensions as needed. You type in the number followed by the units (you don't need a space between the number and units). In the screenshot below, I set the X and Y axes to 10cm so the cylinder ends are a circle with diameter 10cm.

For separate edges, you can't directly make an edge 10cm. For some edges, you can use vertex snapping to get what you what. In the example below, I used a plane instead of a single edge because it's easier to see.

So for a face in edit mode, you'd have to consider it as edges you have to resize and change your select mode to Edge Select.
Other notes about Dimensions:

Note that 1 Blender unit ["None"] is equal to 1 meter. (Interestingly enough, this may not be right when 3D printing. When I tried it for the first time at my university, I found out that the machine I wanted to use read 1 Blender unit = 1 mm, so when I was using "Metric", 15 cm = 0.15 m = .15 Blender units = 0.15 mm, which is like microscopic. Got a good laugh out of that.)
You can't type unit abbreviations when the units are set to "None".
You can type imperial unit abbreviations even when you select "Metric", and vice versa. This can be handy when you need to convert units.
Dimensions represent the bounding box of an object. So if you rotate an object in edit mode, the Dimensions won't reflect the object's actual dimensions.
Dimensions are independent of scale, whether you Ctrl + A to Apply Scale or not.
Dimensions are relative to Local axes. This can make things confusing, like if the cylinder in the first image was rotated 90 degrees in on the y axis, changing the X dimensions would make it seem like it's being scaled along the z-axis. Change the Transform orientation in the 3D view to "Local" if you need to.

See also this and this.

@Vubien Sure. You can mark this answer as your accepted answer, or accept the other answer.

I guess the picture should say it all?


text:
How can I merge these two spherical objects into a single smooth mesh?
I have two round objects as a part of my overall model. I will be exporting this model and using it in a game I am making.
Last time I did this, I had around 15 different objects in my model. I didn't like this for several reasons. One: I had to merge all the objects anyway before exporting, so there was no point to having separate objects. Two: I ran into issues when UV mapping where I couldn't tell what part was what because there were so many different complex objects. Three: I was worried that having invisible surfaces inside other surfaces might negatively affect the render performance of my game.
For all of the above reasons, I decided to try to remake my model as a single joined together mesh. This leads to my two questions:
Question 1
Is this even the right way of going about this? Should I be trying to create one connected mesh or should I just leave the model as a bunch of disconnected objects merged together? Why or why not?
Question 2
Assuming creating one smooth, merged model is the right way to go, how would i merge the two objects in the image below? I know how to join them, but not how to merge their vertices and delete their insides in such a way as to create a single, smooth, connected mesh.

I'm guessing you're referring to boolean operations.
Check out this video for some guidelines on how to use it:
https://vimeo.com/157562929

To simple ways, to help keep track of the UV mesh:

In edit mode in the 3D view press Shift+L to select an island of linked vertices. Then hide all other parts with Shift+H. Only the previously selected connected vertices are shown in both 3D and image editor.
When trying to identify meshparts in the uv / image editor, this button may help.

If your game engine is struggling, deleting additional vertices, which aren't shown anyways, can increase performance. (This also depends on the game engine.) Otherwise, leaving the mesh in whatever state is best maintainable. If joining them is the last step before exporting, I would suggest keeping your work blend file intact and doing mesh joining step separately.
If your performance is fine, hidden faces are no problem.
If you wanted to merge two spheres into a single object and remove the hidden vertices, do the following.

Add a Boolean Modifier to one of the spheres.
Set the other sphere under the Object in the Modifier Tab.
Set the Operation to Union
Apply the modifier.

Delete the other sphere.

This will cause problem with smooth shading. (Triangles)

With spheres there is an easy fix. We can use the topological features of the spheres to get rid of topology problems. Do the following steps before the boolean operation.

Select one of the spheres and add a Damped Track Modifier, with the other sphere as the Target.
Do the same vice versa (with the other sphere).
Set one of the Damped Track Contraints to To: Z and the other to To: -Z.

Select both spheres and Apply Visual Transform (Ctrl+A > V). (Optional)

You can now delete the constraints.

Do the Boolean operation and delete the unused sphere as explained above.

In edit mode, select all A then remove doubles W > R

Smooth shading now looks fine, add edge loops to sharpen the crease.

With different objects, you will have to use different approaches to get clean topology with boolean operations.


text:
Move/Rotate/Scale without needing to hit the gizmo with your mouse
I have turned on the Maya settings (I'm coming from Maya, and in the beginning I want to keep the learning curve as small as possible).
Is there (in these settings) something similar like in Maya the Shift+MiddleMouseButton?
Shift+MMB would let you apply the transformations (over one axis) without explicitly selecting the small gizmo. You could just hold your mouse anywhere above the viewport, move globally in the direction of the X, Y or Z axis and it would just transform in that direction.
For me it's a really intuitive way of modeling, because I don't have to select a small gizmo for every transformation.
Is there something similar in these settings?

Try G (for Grab) then X (or Y or Z) for Global, X again for Local transform and click mouse to apply. You can also use S for Scale or R for Rotation. Though I don't know if it will work the same with Maya settings. I would recommend learning the Blender shortcuts - one hand on the mouse, the other on the keyboard is the way to go.

As @Aardenon said, you can push G to use the grab tool. From there, pushing X Y or Z will lock it to that axis. If you're in edit mode, pushing X Y or Z again will allow you to move your selection on a local axis, and in object mode, this just unlocks the axis.
Also, you can hold Shift + [axis] to exclude that axis from the lock (e.g. holding shift + X will lock the transform to the Y and Z axes).
This also works with the rotate tool (Rkey ) and the scale tool ( S key).

I know how to use it with 3ds Max interaction:
move - SHIFT+W
rotate - SHIFT+E
scale - SHIFT+R
then press X,Y or Z for constraint or SHIFT+axis to exclude that axis


text:
I made a fully animated character on the wrong scale - what is the easiest way to fix this properly?
In theory I'm almost looking for something like importing the file and scaling all distances with a factor X.
I'm using the scene within Unity where I actually can scale on import. The problem is that I really need to have the original Blender file in the right dimensions, because otherwise I will be counteracting when I use this model as a reference in other Blender files etc.
What is the easiest way to achieve this?

The first thing that comes to my mind is selecting your character in Blender, scaling to the appropriate size and then press CTRL+A to and select "Scale" in the menu called Apply that pops up, that basically is setting the scale property in the Transform menu (see pic below) to 1 again, making the new scale the default for your model, then if you import your model again it should have the desired scale. Make sure to scale the rig too of course and apply the scale for that too, but if you did eveything right they should scale together automatically.
Remember also you should do this process everytime before importing your model into a game engine.


text:
Addon that implements edge/face groups similar to the vertex group feature?
I've found the vertex group feature very handy, but it only saves vertices, making it difficult to save edges or faces. Can somebody point me to an addon that lets me save edge/face selections?

? edges and faces are made of vertices... vertex group CAN save faces, edges and single vertices... how different should it work to help you better?

Ok, say if i have 3 faces, and I only want to save the left and right faces, like this. The vertex group only selects vertices, so it converts this selection to vertex selection. Since the middle square is also comprised of the vertices of the left and right square, it will also be selected.

ok, now I get it, if nothing else works, you could use multiple vertex groups...

@m.ardito Vertex groups aren't always enough unfortunately, they don't unequivocally define edge or face groups. There are no native builtin structures in blender that allow saving edges or groups as far as I know. For faces there is one workaround, that is using material slots as a way to save groups of faces, though one face can olny belong to one slot at each time.

yes, probably some addon could be made to use something simple like empties, hooked to edges or faces, to keep those mesh elements distinct but being able to reverse the empty -> hook -> mesh elements direction... which is not possible, atm, I fear...

This is a feature I'd really like too, and I've considered trying to write a script for it, cause it doesn't seem like it'd be too hard. I've also wondered about using the "custom data" stuff, but I don't really know how that works or whether it would suffice.

Does this answer your question? https://blender.stackexchange.com/questions/51296/is-there-a-way-to-save-selection-by-faces

For faces could  set up a custom layer  (which I assume is what @CodyReisdorf 's means by "custom data" stuff)


text:
What is the easiest way to create a planar grid of vertices?
This must be very easy, but can't find it anywhere. I am trying to create a planar grid of vertices to specification (i.e. I want to say the size of the plane and how many vertices in X direction and how many in Y or Z direction). It would also be okay to start with a quad face.
I found very clunky ways of doing it, including subdividing faces or edges followed by grid fill, but they are very inconvenient in the sense that you can only do easily grids that have a power of two number of vertices. I want to be able to specify non-power of two dimensions (i.e. 1440 x 500), which is extremely tedious to achieve by subdivision.
Is there an easier way to achieve this without having to create the geometry by hand? Ideally I would like to avoid scripting.

for a 1440x500 division, you could try some array modifiers.

Ok, as I expected, it is actually trivial. In blender >= 2.77:
Add > Grid
You can then specify the number of subdivisions and the radius of the grid as options.

The problem with grid is that it makes only square planes.

@Bithur that is correct. Fortunately that is enough for my case. It would be great to have a general answer that would work for any starting morphology though. Grid fill is supposed to take care of this, but you have to subdivide the line loop first, which can be annoying.

if you need that for heightmaps, you should try the new displacement and dynamic subsurf in 2.78

To make it a circle you could use loop tools

Why not using modifiers? Two arrays will do. This way you're free to define size and proportion of one cell, and have them replicated as many times as you like. Just make sure to check the Merge Option in the modifiers, and use relative offsets:

Apply both modifiers to proceed if you need to tweak the mesh later manually.

Can't you do it with 2 subdivide edges? First select 2 parallel edges, both along the X axis for example, then subdivide them to get the number you want. Then Select all the Y axis edges and subdivide them to get the number you want.
Sure it takes 2 steps, but neither is hard.


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How can I manually assign individual vertex UV coordinates?
I've been learning a great deal about the various sophisticated ways to assign UV coordinates in blender, including unwrapping, seams, etc.
However, sometimes for simple tests it would just be so much faster if I could just write the UV coordinates for each vertex manually. Is it possible to do this?

Not, not directly through from the 3DView at least, as far as I know. You can manually edit the UV coordinates of each individual vertex manually in the UV Image Editor through, and you could probably also do this from the Python API too

You can edit the uv manually in the UV/Image Editor.
After marking seams and unwrapping, open up the UV Editor.
If you check Normalized, you can select vertices and input their coordinates in the range of 0 - 1.
When you check the Keep UV and edit mode selection in sync button , the 3D View selection is the same as the UV editor selection.
You could select vertices in the 3D View and input their uv coordinates in the UV editor.
Note, that you can also use the standard select, grab, rotate and scale tools in the 2D space of the UV editor.

The link in your answer no longer works. An updated link is somewhere around here: https://docs.blender.org/manual/en/2.92/editors/uv/index.html


text:
high computer slow render blender
Man that is insane.
I using blender 2.77 and start to study how to process an image for a web site.
400x600 pixels 160 images
This is using 100% of my processor and i have an
I7 3.40 ghz 8 memory and Nvidia 660 TI
Why it using 100% to this size of image?

because unless you limit blender to use less, it will use as much resources as it can.

It is normal and logical that Blender use all available cores and CPU time for render. You have two options for change it.

You can set low priority in system task manager (how to do it depend on system you are using, this is about system, not about Blender)
You can set number of used cores for render.

EDIT: actually point one does not change percentage of usage, only set low priority, so your CPU will work on 100%, but will preferentially prioritize other running programs ans services

authors: نوید ترمه باف


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How to hide one level for all collections with Python?
Using python how would I hide one level? Like shown below.

Override the context.

Test run, collapses "Collection 1"
To hide one level the operator used is  bpy.ops.outliner.show_one_level(open=False) enable developer tools in prefs to display [find link]
If we invoke an operator in outliner from mouse or button then the context.area is an outliner, if we run it from the text editor, for example, it's a text editor area.  The operator knows naught of the text editor area.
Overriding the context is a way to "fool" the operator into thinking it has been run from elsewhere or on a collection that is not context [add link]
Below is a test script.  I have hard coded in the default "Collection 1" to be collapsed.
import bpy

context = bpy.context
screen = context.screen
collection = context.collection
collection = bpy.data.collections["Collection 1"]
view_layer = context.view_layer

outliners = [a for a in screen.areas if a.type == 'OUTLINER']
c = context.copy()
c["collection"] = collection
for ol in outliners:
    c["area"] = ol

    bpy.ops.outliner.show_one_level(c, open=False)
    ol.tag_redraw()

#view_layer.update()


text:
Trying to texure a formula 1 car,but i am a noob in cycles engine
i have made a model of a formula 1 car, and now its time to put textures on it.
i want to make the entire body a single color,and then add the decals on top of it as a second "layer" of textures.
i watched a tutorial about basic cycles rendering,and from what i understand you can add multiple textures on a single material, connect them to a mix node, and after un wrapping they will both show as long as the "decal" has an alpha channel.
So i did all that, added a red base colour,and tried putting a "decal",but when i unwrap the decal is applied on all faces,not where i want to put it.
I tried creating 2 UV maps as suggested in a tutorial but it doesnt seem to work.
Could someone give me a step by step guide on how to do this,on a multifaced object (not on a single plane), and keep both the bottom and the top texture on the object?
Any help is much appreciated!
This is a pic of my model.

related : http://blender.stackexchange.com/questions/61519/how-to-create-decal-from-mesh/61523#61523

Car paint material: http://blender.stackexchange.com/questions/182/how-to-create-a-matte-car-paint-material May be helpful.

thanks everyone for your help so far,i figured out that the texture i used as a decal was actually "tiling" and eventually just covered the botom texture. both the links you provided were very interesting and informative though,so i appreciate you linking them!


text:
How can I correct bone rotation with bpy between two Rigs which have different roll settings
I'm an apprentice on blender and get in trouble with topic above.
I would like to apply an animation data from Rig-A to Rig-B, through 3rd party exporter.
Ex.
From Rig-A: 'arm.L'(-155.44)->'forearm.L'(-98.53)->'wrist.L'(-94.33)
To Rig-B: 'arm.L'(-55.81)->'forearm.L'(-125.86)->'wrist.L'(-56.3)
But there are differnce in roll settings between these two Rigs. Then I tried to correct the animation data with bpy like below, in advance of export.
As you see, this code does not work well, because it does not count the roll transmittion processing, which I can not get through.
Your help is greatly appreciated.
import bpy
import math
import mathutils

fix_rot_bones = ['arm.R','arm.L','forearm.R','forearm.L','wrist.R','wrist.L']

obj = bpy.context.active_object
arm = obj.pose
action = anim.action
initial_frame = 30

def overwrite(bone, frame_, path_):
    bone.keyframe_insert(data_path = path_ ,frame = frame_)

def fix_rot(name, frame):
    if name in fix_rot_bones:
        bpy.context.scene.frame_set(frame)
        if(name == 'arm.R'):
            mat_rot_arm = mathutils.Matrix.Rotation(math.radians(-100), 4, 'X')
        if(name == 'arm.L'):
            mat_rot_arm = mathutils.Matrix.Rotation(math.radians(-100), 4, 'X')
        # Same processing on the rest of bones
        #
        #
        #
        #
        quat_rot = mat_rot_arm.to_quaternion()
        arm.bones[name].rotation_quaternion *= quat_rot
        overwrite(arm.bones[name], frame, 'rotation_quaternion')

# find key points and hit fix function on each key points
def detector(fix_bones, fix_):
    for group in action.groups :
        if (group.name in fix_bones) :
            for channel in group.channels :
                if (channel.array_index == 3) :
                    for point in channel.keyframe_points :
                        if (fix_ == 'fix_rot'):
                            fix_rot(group.name, point.co[0])

bpy.ops.object.mode_set(mode='POSE')
detector(fix_rot_bones, 'fix_rot')

For the ordinary case you might convert the pose matrix like this
import bpy

arm_src = bpy.data.objects['Armature_Source']
arm_tgt = bpy.data.objects['Armature_Target']

def mat_offset(pose_bone):
    bone = pose_bone.bone
    mat = bone.matrix.to_4x4()
    mat.translation = bone.head
    if pose_bone.parent:
        mat.translation.y += bone.parent.length
    return mat

def adjust_pose_mat(source):
    target = arm_tgt.pose.bones[source.name]

    mat = (mat_offset(target).inverted() *
           mat_offset(source) *
           source.matrix_basis)

    target.matrix_basis = mat

for pb in arm_src.pose.bones:
    adjust_pose_mat(pb)

Example Blend:

Thank you so much. I would try again with your code from now and make a report of the result later. Thank you, again.


text:
Lowest triangle count object remotely resembling a sphere?
I want to create an object which will be aptly named 'glob of glue'.
Players are expected to use a plenty of them, so minimizing face count matters - in particular, triangle count, as that's what matters in the game engine; the neat 12 faces of a dodecahedron factually convert to 60 triangles which is no longer that nice.
I tried a hexahedron made of two tetrahedrons, but the edges are too sharp for my liking. After applying 'subdivision surface' I obtained something of 18 faces (acceptable) and quite satisfying 'by appearance' - but all the walls are quadrangles, doubling the triangle count. 36 triangles is over my budget.

What shape achievable with, say, 20 triangles would (remotely) resemble a sphere / shapeless blob? How to go about creating it in Blender?
(...and I realize probably foregoing a model altogether and using a particle instead would be best for the role, unfortunately the game engine is out of my control).

probably a standard Icosphere with subdivision 1 (default is 2) is what you're looking for... (20 faces, though: to get lower amount you can play with the decimate modifier)

@m.ardito: Doesn't look that bad, 20 triangles leans on the limit. Let's wait some to see if someone doesn't have something even better; if not, submit that as an answer.


text:
How can I reuse texture within the same model?
Say, my model is an octagonal prism.
I want to texture it - a circular pattern on the caps, two of the side rectangles with a colored stripe, the remainder a generic white surface image.
If I "unwrap" it, it will produce 32 faces: 8 for each cap, and 2 for each of 8 sides.
But in reality, I need only 6 - every single face on the cap will use one image, plus two images for the two kinds of rectangular sides (each of 2 triangles) - colored, and blank. This is a massive saving on texture size.
I found a plenty of info on how to reuse textures across models, but how can I use segments of the same texture within different faces of a single model?
(please explain more complex parts and include trivial detail you'd usually skip when explaining to seasoned Blender artist - I'm a beginner.)

In edit mode select all edges and mark them as seams, then select only one face, U to Unwrap, in UV editor place the UV in the right place of the texture.
Repeat for all others 31 faces.
This is for understanding the principle, then you can find all the available shortcuts!

I can select all the faces, unwarp, then I have just a lot of moving them around the texture. Also, I place the first one precisely, them the magnet tool with vertex snap helps making the rest land exactly where the first one is.


text:
how to hide green pyramid of group objects handler
when I handle group objects, green pyramid disturb me.
how can I hide these?

https://gyazo.com/a8af6ff8d9810c374d0d4970e1bc3fe9

https://gyazo.com/d5fd3cfed539194daef6625d436c25f9

What you call "group objects" are in fact called Group Instances. They are objects using the Dupligroups feature to instance a group definition.
Any object can do that, but by default Group Instances are inserted in a scene as a Empty object type. Besides the group they are duplicating Empty objects can have a virtual representation in the 3D scene.
It can be one of several predefined shapes, and its size and settings can be controlled from the Object Data tab in the Properties editor.
What you are seeing are the arrows represeting these Empties. Either reduce the size of the empty display, or change it to something else that doesn't get in your way.
In the Properties Window > Object Data> Empty adjust the empty display settings.
Change it to either Plain Axis or something else that suits your need. Also reduce the Size property

thank you for answer. sorry, I didn't notice that this pyramid is empty object's . I learned new. thanks a lot !


text:
difference between Linesets and Linestyle?
I wondering what is difference between Linesets and Linstyle.
in first, I think Linestyle is nested from Linesets, but it seems not.
I understand LineStyle is to change style or form of Freestyle Line
LineSets for ?

As I got it, a lineset is a complete "set" of properties, and also has one of the available linestyles, amongst many other indipendent properties and settings.
You can make each lineset behave in a way that it's applied to different rendering "selection methods".
By "selection methods" you can choose one or more of visibility, edgetypes, facemarks, groups and image border.
Eg: the simplest to explain an understand is perhaps groups: you could have two cubes, each has its own group. Then you can make the cube of Group1 to have a totally different "lineset" than the other, using two of them, each targeted to a particular group, like this:

while the other cube has a different group and, thus, a different lineset, which also has different linestyle (but is not mandatory: it could have same linestyle, but behave differently from the other lineset for other settings...)

this is what I am searching for answer! =) in my work,almost comic, various object in one scene want to have each line style. this explanation  solve the problem!

Good! :) I just used the "group" selection method, above, by far the simplest, you should read carefully the manual pages about freestyle, like https://www.blender.org/manual/render/freestyle/parameter_editor/line_set.html. I used freestyle just a bit, but sometimes it's tricky to get desired results for several objects with different linesets...

probably, I focused on visibility effect or edge type and took no notice group section in line set. then missed aim of line set function. anyway, I am grad to meet good answer!


text:
easy way to select mesh stripe
I seek way to make stripe selection.
I googled, but it not found.
so I use "checker deselect" to one liner faces mesh and expand it.
is there more easy way or add-on?

Could you provide some screenshots or elaborate more?

this is my twitter tweet

sorry , I pressed enter without content

https://twitter.com/sh1kuro/status/779518395423207425

this is my tweet .


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Action For Empty Object Appears Not to Play in Game Logic Layout, DOES Play In Default Layout
.blend file has:
      - two Rigid Body Mesh Collision Proxies (A Foot: Ankle to Ball & Toes)
      - A set of 5 Empty Objects That Are Animated to Control the Collision
        Proxies.
      - Two of the Empties have Locked Track Constraints...(is this the issue?)
      - A rigid body plane (Tile Floor) to act as ground
      - a few (650) rigid body 'Sand' particles intended to simulate the
        behavior of sand.
      - Short color-change Python script
Issue: In Game Logic Layout, the actions for some of the Empty Objects
       appear NOT to play, while in Default Layout everything works as
       intended.
Fixes Tried: Everything I can think of, so it's probably something obvious!
Goal of project: To help beginning trackers learn to read tracks.  The 'foot'(collision proxies) are to be animated, and should leave a realistic track in the 'sand'

RESOLVED!
   I had the collision proxies set up with Empties using Locked Track Constraints.
   Didn't know regular constraints and BGE aren't happy together.
   Switched to Rigid Body Constraints.
   Now everything seems to be working correctly in both Defailt Layout and Game Logic Layout.
Thanks!


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Can Armatures w/ passive rigid body mesh notice resistance from active rigid body objects?
This is about the laws of physics, the Rigid Body System, and Armatures or ‘Passive’ animated rigid body objects interacting with ‘Active’ rigid body objects...
I use Blender to illustrate the process of track creation (think foot print), and find it well suited to my needs.  Both Armatures with mesh ‘feet’, and animated rigid body ‘feet’ are employed to interact with active rigid body ‘sand’ objects.
To see samples go to my website, ‘bctracker.com’

(correct site has ‘Stacking Sand’ on banner image. Please forgive the computer-limited simplicity). There are many clips, all made with Blender.  A good example is the second clip down on the “Track Features" page, "Test 124
The problem: animated rigid body objects, and armatures seem to be unable to notice resistance to movement from other rigid body objects they contact.
My question: in the real world when a body walks on sand, the foot lands, sinks into the sand until the sand compacts to its own limit, then the foot will sink no more and the laws of physics say the sand starts pushing back.
At this point the body keeps pushing against the sand but the forces are moving the body, not the sand.
When I try to animate this process it seems there’s no way to simulate the real interactions.  I mean that if I animate the foot to rotate down into the sand it will rotate exactly as far as I’ve animated it, irrespective of the resistance of the sand, when it should stop once the sand compacts.
One problem from this is that footprints are not as accurate as they can be, because sand movement isn’t allowed to stop after it compacts like it would in the real world.  The foot just keeps right on moving it.
Tried the Molecular Particle System add on, which can help, but it does not resolve the problem that animated rigid body objects, and armatures can’t really notice resistance to movement from other rigid body objects they contact.
So is there any work around for this problem?
Would this be something to submit as a feature request to the developers?
Thanks!

What is important? To illustrate the footprint effect (using what ever cheats necessary) or to make a physically correct simulation?

Both ... because these illustrations are for trackers, who by virtue of their discipline must pay attention to fine detail.  Also, the website is intended to help instructors of tracking, so because of the instructional component, accuracy will matter.

I haven't done what you are trying to do but I would try to have one rigid body that are animated and then one that gives the print. I would then constrain those together so that the one giving the print could yield to the ground. Does this make sense to you?

Thanks!  And it does make sense.  Are you thinking constrain them with a rigid body constraint?  I’ll try that out and see how it goes.  It might help if you went into a little more detail?


text:
Coloring a textured path to a plane?
How would I create/color a textured path onto my plane. I want to color a simple path onto my plane, but i just cant seem to be able to do it. I already downloaded a texture image. I tried doing in UV editing and it doesn't seem to work.

Did you already tried what is shown in this video: https://www.youtube.com/watch?v=il7ajiCepus? Could you show your UV island?

if you simply apply a texture, it will be deformed by your mesh, since it's not a plane, as in the suggested video above... is this what you want? Is what you have in mind like a trail way thath climbs a mountain?

We need to know if you are using an image texture already to hold your paint - from the screenshot, all I can tell is you are using a green material and that doesn't mean you can paint on anything. You need an image texture to paint on, and you can use it as a black and white stencil between two image textures for creating grass and path, etc. or you can paint directly to one image as your colormap.


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I have rendered my Blender Intro and it saved as a .avi file but I cant open it?
I have rendered my intro as an animation and it has saved as a .avi file in a folder but I can't open it. What can I Do? I have tried different media files and everything. Help please!

Likely a bad combination of container formats and video codecs. Not much you can do other that re-render the animation with different settings if no player can read it. It has been stated countless times before: NEVER EVER EVER EVER EVER render a 3D animation directly to a video format, always frames to image files

@Mattewh: it should be a codec/container bad choice: please report what settings you had, and what are you using to test the video. Saving to image sequence would save some time if you need to retry many times, but the best is to find out best setting with a simple,fast "default cube" animation, and then save those settings for bigger projects....

Blender uses FFmpeg to encode video, vlc or mplayer would have the best chance of playing odd codec combinations.
You might have luck using FFmpeg to convert the video with different settings, otherwise you will have to re-render with better encoding settings.
This is an example of why people recommend rendering to an image sequence and then using the VSE to create a video file, rendering is the most time consuming part, re-trying different video encoding options to convert an image sequence to video is faster than re-rendering to video.

Try rendering as png sequence images then editing them together in the Video sequence editor... this way you can try different formats without having to render all the work again ;-)

Or better, avoid PNG's at all costs, and render to a post production-friendly format such as Half EXR or Full. ;)

Why isn't png so recommendable? In which ways is it exr more "production-friendly"?

PNGs can only store unassociated alpha. 2. PNGs can only store display referred value ranges. There are other reasons, but those two alone make it absolutely worthless. To get a better handle on scene referred versus display referred, see http://blender.stackexchange.com/questions/46825/render-with-a-wider-dynamic-range-in-cycles-to-produce-photorealistic-looking-im

authors: Семён Горбунков


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Unwrapped mesh as real mesh in 3d scene
I need to have the unwrapped mesh of an object as 3d object itself.
More precisely I need to take a mesh, unwrap it and solidify the unwrapped one.
At the moment, the only way I know to do this is to unwrap the mesh, save the unwrapped mesh as SVG (from the UV Mapping window), import the SVG in the scene and extrude it.
Does anyone know a fastest and more direct way to do it?
Thanks in advance!

I've added an answer in the linked page with the Wrap Tools addon

Thanks! I check it out immediately.


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merge two or more materials with python
I have a scene with many objects and many materials.
I'd like to create a script than substitute an existing material (let's call it "Mat2") with another existing material "Mat1", so that all the object that already had "Mat1" will keep it and all the objects having "Mat2" before, will take "Mat1" too.
I know I could:

loop through all objects with a for loop;
look if the material has "Mat2" and if true, assign "Mat1" to that object.

But It could be slow with a lot of objects, so I'm wondering: is there a way to directly merge the materials without looping all the objects?

What do you mean by 'merge'?  If you mean you want to add a new material slot to an object if it already has "Mat2" in a material slot, then no, there is no way to do this without iterating through every object.  The same is true if you want to replace "Mat2" with a new material.

Actually "merge" is not the right word... Sorry! :-) I'm not a native speaker and I didn't find an appropriate word. I mean this: In all the objects with "Mat2", that material slot will be replaced with "Mat1", so no new slots but replacing the material in the first and only slot (the objects and their materials are all managed by scripts and they have only one material slot) with another material. :-)

No apology necessary. Even native speakers don't always manage that with English's large and imprecise vocabulary.  But no, it's not possible to do this without a loop over all objects.

Thanks! I'll manage it looping objects :-)


text:
Resetting camera after camera collision (BGE)
When my camera collides with my wall, after I move the camera back to where it isn't colliding with anything, the camera stays fixed very closely to the player. What can I add to the code below to fix that(or fix it with the blender logic bricks)?
from bge import logic

def collision(cont):

    own = cont.owner
    scene = logic.getCurrentScene()
    target = scene.objects['playerOne']
    ray = cont.sensors['Ray']

    if ray.positive:
        own.worldPosition = ray.hitPosition

could you [else: play animation that takes it back to original position]? don't know how to python that, but i'm sure you could figure it out.

Yeah that sounds like a good idea. I'm pretty new to python, but i'll try to look around and see what I can find online.

what about getting rid of the If statement? that way, even if it's false it the end of the line for ol' mr. camera

Here's the answer;
Add an empty, slightly behind the player, and put the ray on that, set the ray distance to however long you wan it to be, and turn on true level triggering.
you will need to change the code a very small amount:
from bge import logic

def collision(cont):

own = cont.owner
scene = logic.getCurrentScene()
target = scene.objects['Camera.001']
ray = cont.sensors['Ray']

if ray.positive:
    target.worldPosition = ray.hitPosition

and viola! mow the camera is added to a position based on the empties ray! if the ray is obstructed, the camera moves to the closest position!


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Determine if the cursor is over Tools shelf, Properties shelf or 3D content
I am developping a modal operator. How can I determine if the cursor is over the Tools shelf or Properties shelf or pure 3D content (don't know how to call the last one correctly)?
My idea is to block an event in modal(self, context, event) from passing it back to Blender if the cursor is over pure 3D content. In that case modal(..) returns {'RUNNING_MODAL'}. However if the cursor is over the Tools shelf or Properties shelf the event is passed back to Blender, so the user can change some parameters in GUI panels located in the Tools shelf or Properties shelf. In the latter case modal(..) returns {'PASS_THROUGH'}.

There is a context.region.type variable which can have the following values:

WINDOW - 3D View
UI - Properties Panel
TOOLS -  Tool Panel
values for the other possible regions (see the documentation)

However context.region.type seems to be determined once on operator invokation. So it will always have the same value while a modal operator is running. The only way seems to be to find out manually:
for region in context.area.regions:
    if(region.x <= event.mouse_x < region.x + region.width  and
       region.y <= event.mouse_y < region.y + region.height and
       region.type in ("TOOLS", "UI")):
        #
        return {'PASS_THROUGH'}

Perhaps a more appropriate way would be to check if the cursor is over the  3D View:
for region in context.area.regions:
    if(region.type == "WINDOW" and
       region.x <= event.mouse_x < region.x + region.width and
       region.y <= event.mouse_y < region.y + region.height):
        break
else:
    return {'PASS_THROUGH'}

Unfortunately context.region.type is always equal to "WINDOW" in my addon. Actual cursor position doesn't influence.

I also checked context.region.type with a simple addon from Blender Code Snippets. It's always equal to "WINDOW"

Ok, tested it for the modal operator template and it seems you are correct and the region.type is determined once on operator invokation. If you invoke it from the tools panel it prints "TOOLS". So you will have to find out manually. Added a section.

Yes, it works. Please check my edits


text:
Running code after a modal operator finished its job
In my add-on I execute a modal Blender operator, namely
bpy.ops.transform.translate('INVOKE_DEFAULT')

After a user finished moving a Blender object, I'd like to execute some code.
Is there a trick how that could be done?
The question could be probably reformulated in the following way: is there a trick to get notification when a modal operator finished its job?


text:
How to force self.report({'INFO'}, "message") to appear immediately?
The result of a print("message") command called inside an operator appears immediately in the System Console.
However the result of self.report({'INFO'}, "message") called inside an operator's method, appears in the INFO window only after the operator finished its job. The same applies to bpy.ops.console.scrollback_append(text="message") used to print something in the Python Console
Is there a trick to force messages produced by self.report({'INFO'}, "message") and/or bpy.ops.console.scrollback_append(text="message") also to appear immediately?

check this hack if that works for you: https://blender.stackexchange.com/a/28689/7777. If not you will have to use a modal operator.

@JaroslavJerrynoNovotny I tried bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1). It partially helped for bpy.ops.console.scrollback_append(text="message"). The first messages appear immediately. But the rest of the messages appears after the operator finished its job.

the issue is that the operator is not designed for interactivity, the above I posted is a hack and may not always work. While the operator executes, Blender's UI does not redraw, scene does not update, etc.. The best is to use modal operator or even app.handlers if you want interactivity in your script, that is the clean approach.


text:
Set fixed render time
I have a question ragarding cycles. I want to render images with different settings (materials, sampling, etc.),
so I can compare differences afterwards.
So I would like to limit the render time to a fixed time for each render (f.ex, 10 minutes for each file) - but I cannot find where to set render time anywhere. Where can I set a limit to rendering time?

I guess there is not such a setting (time limit), per file or per frame... one brute-force alternative for animations is to set the blend to save as image sequence, and then start your render from a batch file (system script) that kills the blender process after whatever time you wish... not ideal , I agree..

@cegaton I disagree, samples take different time to render. A glass scene will have much less samples done after 10mins than a diffuse scene for example.

You could enable progressive refine (render the whole image in one shot, rather than per-tile) and just cancel it after enough time passes.

It is not possible to limit the render time exactly. You must experiment with the number of samples to get an equal render time.


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Any way to move two symmetrical edges / vertices / faces in opposite directions?
I know of the mirror modifier, but say i just want to quickly select a pair (or multiple pairs) of symmetrical vertices / edges / faces of a model. A sword crossguard for example.
Is there anyway i can just simply select two edges / faces / vertices and transform them in opposite directions instead of in the same direction? (So that i can quickly and easily tweak a model without having to apply a mirror modifier)

If your model is aligned with one of the axes, you can scale your components (edges / verts / faces) along that axis if your pivot point is set to median point (default).


text:
Is there a way to bulk move objects under a collection
I have created a forest of about 300 trees and I would like to have all of them moved under a collection called tree. I can select them using pattern matching, however when I go to drag and drop the selected item into the new collection it only moves the one I clicked on in the object tree. Is there a way to bulk move all of the selected items to said collection?

I can't reproduce this in 2.83 .. I can select multiple, either in the 3D View, or the Outliner, and left-drag them into the collection by releasing the left mouse-button over the appropriate line.
It may be easier, with such a large selection, in Object Mode, in the 3D View or the Outliner, to hit M. You should then be offered a dropdown menu of collections to which you may move the selection, or the option to create a new collection to move it to.

Yea using selection with pattern matching then using M allowed me to move all to the desired collection. Still feels a bit counterintuitive that if I select all these individual objects I am not allowed to drag and drop them in the collections.

The drag-and-drop not working is a bit of a mystery.. it works for me...  I'll try it with a very large selection and see of it makes any difference.

I can't reproduce either, except if the object has a parent and the parent is in the collection where you want to drop the object, which is weird, perhaps it is considering that the child object is already in the collection, as its parent is, but it is actually not, if you see into the parent hierarchy, the child is greyed. Also, when you drag and drop a parent object into a collection, its child remains in the original collection, which seems to be the same issue, All this seems counter-intuitive to me. Isn't it a thing that should be corrected?

It might be becasue the objects did not have a parrent other than the original scene collection?

In the object outliner, you can select an item with left click then you can hit Shift and left click on another object in the outliner. This will select every object and collection between your two choices, from there just drag and drop them where you want them.


text:
New objects keep get selected with older one
I created a cube and at some point added a new one. Now every time I select the new one in Object mode, the old cube gets selected with it. I thought it was because I had proportional editing toggled by accident but that doesn't seem to be the issue here. Any suggestions as to why in object mode they get selected together?

are you sure your 2 cubes are not one unique object? You may have created your second cube within the first one, believing you were in Object mode when you were actually in Edit mode...

Hah, that was it. How does this work? It feels very counter intuitive

you can create as many meshes as you want into an object, and you these meshes are primitives as well, thus the confusion. To make the second mesh its own object, select it with L and press P to separate

So an object is not in itself the visual part that you create that's just the first "Node" where things can be under it? Is this so you can create more complex things for one object and have a way to move them all together and edit them?

I'm not sure to understand, actually the decision to make an object with several meshes or several objects will depends on several things, generally it's more convenient to make one object if it's one object IRL, but you may need to create several objects, for example if each part needs its own modifier, but maybe begins with a rule like one object IRL is one object in Blender?

I understand, I was thinking it might be some for of collection where you create a new object in the object tree and then you can create new children for it. For example to make a box from individual planes that you merge

read the following post: https://blender.stackexchange.com/a/86974/92768

Yep that clarified it. I can't mark it as an answer though if it's a comment.


text:
Vertioces treated differently after subdivide
I made this cube after which I subdivided the top layer with the Right Click-subdivide command. After that I again subdivided the front face, however I did it differently. This time I did not subdivide the whole selected surface, instead I selected only the left, right and bottom edges and subdivided those.
My problem is now I want to shrink the cube in the middle section. When I select the vertices however, the top ones are treated as surfaces except for the ones that are not highlighted. My guess is it's because I subdivided edges into vertices instead of surfaces into sub-surfaces. How can I fix this so that the front face and the unselected top subdivisions are treated like the other ones?

I'm a little confused by your question. Have you tried deleting the faces that aren't working properly and inserting new ones? You could also use the dissolve faces if it's a problem with geometry. Using un-subdivide might also work.

Try selecting them in wireframe mode. However look at the vertical corners there are vertices that don't belong there. You can continue with this, but I strongly recommend you use loop cuts, instead of subdividing connected portions of your mesh.

@dogking57 I started fixing it by deleting the vertices. Turns out that somehow I ended up having 3 of them on top of each other on the top closest edge and bottom closest. I would like to know why this odd behavior though

I would assume it was because you only subdivided 3 edges which may have produced an odd result. If you want to divide your mesh, but don't want too many faces, I would recommend using ctrl + r for loop cuts like Frederik Steinmetz said.


text:
Loop cut scaling works on all edges except the elected one
I'm trying to scale down a loop cut I select. When I do the selection operation the scaling affects all the edges except for the one I clicked on to select the loop cut and I do not know why this happens. Any ideas? In the first picture you can see the loop with the selected edge and the scaling applied to it. The white line scales in length but does not move inwards towards the center of of the square. On the other image you can see the other side of the loop cut which is behaving as expected when scaled

You have the Transform Pivot Point set to Active Element which causes the loop to scale around that Edge. Set it to Median Point on the dropdown and it should scale correctly.


text:
Mapping problem between 2.78a and 2.78b
I use spot lamp as projector with concentric circles.
(mapping wave texture, normal coordinates, rotation via driver)
The same scene give wrong results with blender 2.78b
2.78a is good
Is it some new blender mapping technique or bug?


text:
Object Data Path Input node needed in Animation Nodes
There is Object Data Path Output but no Input
How can I manipulate spline Bevel Curve Points Radiuses with Animation Nodes?
How to get array of splines[0].bezier_points[n].radius,
modify it and copy to other spline.
Input spline is freehand drawn with tablet.

I've asked myself the same question. My though is you need to use a script expression (and the corresponding node in AN). But I did not tested it.

Jacques implemented this feature to Spline Info node lately. You will see it in the next release I bet.

Spline Info node can be used to get the radii of the points, while Set Spline Radius node can be used to set the radii of the points.


text:
How to UV unwrap simple plane with very short one edge?

I have disorted square, that that fill ground lying in camera view.
It should be image that will have more details close to camera.
When i shorten edge close to camera UV starts to create triangles that are not visible in UV editor.
Cutting plane to tris does not help.
Best effect gives subdivision of plane (but there are still some small disortions)
Is there any smart way to do that?

"It should be image that will have more details close to camera" I don't see any reason to do that. It's usually best to have texel density same for all visible areas of meshes, so I would either reunwrap the plane after scaling the edge down, cut the plane with knife instead of scaling edge or leave it as is and have half of it invisible to camera

Unfortunately, I don't believe there is any way to do this in blender via UV unwrapping.
The way all 3D programs calculate 4 sided quads is to split them into triangles.
As you scale it, blender is automatically triangulating the four sided quad so it creates a diagonal split along the face in a preferred angle depending on which direction you move the vertices (it changes depending on the algorithm blender uses).
Therefore one triangle will maintain its scale and the other will be distorted as you scale the bottom edge of one of the triangles (which don't appear to be visible until you start scaling because there is no visible edge separating them).
I suggest two methods. You could either bake your image using your subdivided version to use for your image texture for your 4 sided quad or you could use GIMP or photoshop and morph the image along the bottom edge, using the tools there and you could export your UV map template as another layer to use to help line it up.
Like this:

Blend file:
https://www.dropbox.com/s/rmifrinjqmc34ba/UV%20plane%20stretching.blend?dl=0


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Case sensitivity file names - Blender on Linux and Windows
What is the best way to use Windows Blender files on Linux?
I have .blend files created on Windows which is case insensitive.
When I open file with path to Image.jpg and file name is image.jpg it works on Windows well, but on Linux links are broken.

Does File > External Data > Find Missing Files solve the problem for you?

@Robert Gützkow
No.
Linux is case sensitive. Find Missing Files it will not replace missing "Image.jpg" with "image.jpg" automatically.
When my blend file uses many linked libraries and assets. I have to edit each one and find missing textures. It takes time.

I'm aware, I just didn't have time to check whether the implementation of Find Missing Files tries to solve this. Is there some sort of naming convention applied, e.g. all filename are lowercase?


text:
Vscode debugger ignores breakpoints in imported modules
I am not a programmer. I am trying to create an addon using VScode and jacqueslucke.blender-development addon. I configured the system according to directions shown here: https://polynook.com/tutorial/set-up-blender-addon-development-environment-in-windows/
My addon for blender 2.92 works but...
The debugger stops on breakpoints in _init.py but ignores breakpoints in imported modules.
I tried setting "justMyCode": false" in launch.json, changing python to blender and back.
Any help would be greatly appreciated!

It was my fault.
The wrong module path in import function "pakage.module" instead of ".package.module" (the dot at the beginning) was the reason.
I didn't know that addon is copied into the blender scripts folder and then debugged.
My disorientation was caused by fact that the addon was fully functional with those mistakes.
I am still learning. Thanks, everyone.


text:
Blender 4.1 Geometry Proximity Part of the Target Mesh Coming close to Effector Mesh
Why did some parts of the target mesh coming up to the effector mesh when they get closer to each other like this?

Geometry Nodes setup:

I want it to be fully down like a bowl or satellite dish. How to solve that problem?
Blend File:

try this:

result:

tbh i don't know what you want to achieve with a rgb curve node from a single value (distance) which makes less sense. Or it is higher math i don't understand. I changed the map range node values a bit, hope it helps.

If you push down the sphere further it will still push the middle faces upward. I'm new to geometry nodes and just following a tutorial on youtube that showing to use that color ramp node and I added rgb curve node just for testing.


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Render Engine For Low Poly Game Assets
What render engine should I use to create low poly game assets with basic diffuse color for unity, blender render or cycles render?
I was trying to create a simple shape with two materials having basic diffuse color only, but the second material don't export with the color I set in the cycles render.
So, does the blender render is the standard way to create low poly game asset like this?

source: https://www.cgtrader.com/3d-models/plant/leaf/low-poly-forest-assets

It's generally recommended to create the materials in whatever engine will be doing the rendering; in this case, unity. That said, for simple materials like this you might be able to get away with importing them, but I doubt it's worth the trouble.

Related: https://blender.stackexchange.com/q/57531/599

If you're not using textures and you want the diffuse material to be transferred "as is" to Unity from Blender, use basic Blender Internal materials (no nodes). Cycles materials are not being transferred to Unity at all. If you're using textures, there is no such limitation, you can create the textures in any render engine of your liking.


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Instant Way To Set Objects' Distance In Circular Pattern
Is there any automatic way to convert this pattern

To this one?

I have trying to use Scale with Manipulate center points enabled, but it does nothing.

Are you searching for this result https://imgur.com/gallery/FI5Vc9w

Assuming all the vanes are separate objects, and you're in Object Mode..
The scaling of the center points isn't working because they are all already at 0.
Select all of the objects, and hit ShiftCtrlAltC > 'Origin to Geometry'.
The scaling of the center points should now have an effect.
If you need the slight spiraling effect in the second picture, then. still manipulating center points only, rotate the objects in their common plane, about their common center.

I dunno if thats what he wants cause when U look on the 2nd picture all these parts are not "mirroring" the opposite ones ... they are slightly moved (if this has to be the desired effect). Could U please specify KeepMove?

@JanMatys . good point.. I've edited in case that's what he wants.

Yep, now its a correct answer imo. U R quite welcome Robin ;)

I was going to do that, but my time was over.


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The Curve Become Horny After Bevel
I am trying to model a track for wheel using curve. But I get the bottom rail to have horns like this:

The orange curves are the reference used for beveling the linear curve as it is informed at the curve information bar on the right side.
How to make that bottom curve to behave like the top one?

So I found that the problem was the origin of the curve (the square one) that is used for beveling is not in the center of beveling curve (the square curve).