text:
Boolean Union Modifier Disappearing Components
I have seen similar questions regarding this issue, but this seems a little odd. Whenever a Boolean Modifier is used between two components, everything disappears. Although whenever I scale both components down half the size, the modifier works perfectly normal. The union turns out exactly as anticipated, which I could then scale back up to the normal size. Having to do this work around seems a little odd, since its telling me there are no issues with the geometry of the components.
I did complete a basic list of checks on the components before any boolean modifier is used in order to limit any issues that may occur:

Applied any scaling translations on the components
Removed any doubles
Recalculated all the normals making sure each is facing outward
Verified components are manifold to the best of my knowledge

Is it possible, due to a larger volume being taken up, that blender ended up running out of memory while executing the modifier? This would make sense since the values used during the calculations would end up larger based on the coordinates each point has (everything is farther apart). Any thoughts?
I should note that 4GB of RAM is available and I'm currently working with version 2.75 of Blender. I have also attached the .blend file of the two components I am trying to merge together for anyone who feels the need to try the union on their system.

If you use the triangulate command on the larger mesh, the modifier works. Not sure if that's a workaround that you can live with, but it works. I think that's there's some kind of strange tolerance error going on but it's hard to prove.

Maybe it is some tolerance issue. It seems like blender may think the two objects are farther apart and not interfering with one another. I believe the same disappearance is desired whenever, say two balls are not touching. Although, clearly the two objects in the .blender are touching and should interact in some fashion.

No, Blender did not run out of memory. If it had, Blender would have crashed. Furthermore, the scale (applied or not) of an object has nothing to do with it's complexity. A mesh with 5000 polygons takes up exactly (within a few bits) the same RAM no matter what scale it is.
This is probably a bug. If you can reproduce it reliably, you should look for it in the bug tracker and if it hasn't already been reported, report it.

I can confirm that it is still happening in 2.77,temporarily  scaling down both objects does correctly preform the Boolean operation, so it does sound like a bug as you mentioned, so probably worth reporting to the bug tracker.

I'll see what I can look into on the bug tracker and report the issue if there isn't anything there. That boolean modifier always seems to cause issues it seems. Thanks for the inputs.


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How do I overlay a lightmap image on another texture?
I just learned how to create a lightmap to add ambient occlusion to my object by following this explanation:
How do you bake ambient occlusion for a model?
Now I have a lightmap saved as an image (and currently mapped on my object), but I want to add a texture to my object as well. My texture is in an image file. I know how to add textures, but not overlaid ones. How do I do this in Blender Render?

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

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

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

Edit : for Blender Internal Render (same principle)

This is in Cycles. I'm working in Blender Render. I should have mentioned that.

Edited to add the equivalent for Blender Render

Thank you very much. I had just figured it out without using nodes, but this is far simpler. Now on to the next problem! :-)

source: Stack Exchange

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

sort: votes


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How to play physics in a specific frame
I am currently learning about the physics in blender. I have a sample blend file, the physics works well but it starts automatically in the first frame what i wanted is to play the animation in a specific frame like 10, 20, or so. How do I do this?

Click on Rigid body cache in Scene panel, there you can set the start and end of simulation.

after setting? should i click the bake button?

No need to click it just set the start and end frames for simulation

authors: Сергей Апанасенко

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


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Why is my mesh black when rendering?
I added a mesh and made into a ceiling, in Blender. I applied some color to it, but when I render, the mesh is just black; the other objects are fine and have color. How do I fix this? I tried deleting it and inserting it again or copy-pasting the other objects but it still turns black.

Are you sure that the material you used was created in the BI engine?

did you check the meshes normals?

try to rotate it 180° on X or Y axis to see if it's just inverted normals, else see cegaton's comment

@Bithur i tried inverting it but it's just the same.

@cegaton i already uploaded the .blend file sir

you have area lights (with a really small size?) upon your ceiling, pointing downward.

Your ceiling is in it's own shadow! I didn't use BI for a long time, so i don't even understand that you have your walls visible...
Anyway, add some point lights under the ceiling or some area with low energy pointing up.

To me it looks like you are using point lights, and the celling mesh is way too high up to get affected by them (quite possible if you are using the position of the 3D cursor to create it). To fix either move the celling down, or change its material to an unshaded one.
Another reason for this to happen might be that you are using a material with a black color.
That's all I can think of right now. If you post a .blend file that has the same issue, maybe you will get a better answer than mine...

i already uploaded the .blend file sir

@FrancisJessieS.EnriquezJr. sorry, didn't notice :D. (BTW, please don't call me sir, I'm a bit too young for that...)

Marinov i call u sir because ur gonna teach me sorry for calling u that way


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Camera track drifts to the side
So, I have a video that I tracked in the movie clip editor. I put that data into a camera and added a cube, and the cube keeps drifting to the left. If this doesn't make sense, I can send you the .blend file. Click here to download the file.

Oh, sorry! I forgot that you need the video.

What I was thinking is that the floor was setup incorrectly.


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knife_project in python
I am a blender noob trying to use bpy.ops.mesh.knife_project() in my script. It fails with the message:

RuntimeError: Operator bpy.ops.mesh.knife_project.poll() expected a
  view3d region & editmesh

Already tried this method. It fails with the same message
Here is the relevant part of my code. insulator is the active mesh object. knife is the curve object to be used as knife.
knife.select = True
insulator.select = True

override = context.copy()
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        override['area'] = area
        override['space'] = area.spaces[0]
        for region in area.regions:
            if region.type == 'WINDOW':
                override['region'] = region
                break
        break

bpy.ops.view3d.viewnumpad(override, type = 'BOTTOM', align_active = True)
bpy.ops.view3d.view_persportho(override)

#bpy.ops.object.mode_set(mode = 'EDIT', toggle = False)
#bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.knife_project(override, cut_through = True)

The view changes to bottom and orthographic view, but the script halts at knife_project.
The blender python reference gives very little information about this function.
Any ideas?

I couldn't get it to fully work, but after selecting, you need to set the active object (bpy.context.scene.objects.active = insulator) and set it to edit mode. However, I could only get it to work when the object to be cut was selected in the viewport before running the script. In general though, it is better to avoid bpy.ops see: http://blender.stackexchange.com/questions/2848/why-avoid-bpy-ops

I would love to avoid bpy.ops in this case, but was unable to find a bmesh alternative to knife_project. Do you know of one?

Sorry, I'm not too knowledgeable in the bmesh area, all I was able to find was bisect_edges, here: http://blender.stackexchange.com/questions/39540/cut-bmesh-with-python

You walked in right direction, but the code should be wrapped in operator execution method, register and call it from Operator Search using chosen view.
I've made this gist from operator_simple.py template, it works from object or edit mode with active object as target and other as knifes.
https://gist.github.com/Begalov/763688551b49004d92ef227ddd7694d6

authors: Хамыща Бабыщев

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


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How do i create a perfect hexagonal dome like the image below?

How would I create the model of

The Pacific Theatre's Cinerama
  Dome
The Cinerama Dome is the only concrete geodesic dome in the world. The
  theatre is made up of 316 individual hexagonal and pentagonal shapes
  in 16 different sizes.

Thanks in advance.

The linked answer does not itself respond to the question in the link here: https://blender.stackexchange.com/questions/52453/how-can-i-build-a-model-out-of-hexagons-honeycomb-effect. So how can this one be a duplicate? If a perfect tesselation is not possible, this real dome exists. So may be a way to approximate it.

It is likely that the hexagons are not regularly sized, they may get smaller towards the top. There may well be a pentagon at the top as well. If we had the building name, it might be possible to look up details on the tesselation which would help.

Thank you for the response, the building is called the Pacific Cinerama Dome.

Reece, Does the duplicate answer answer your question?, or is it different as suggested, and if so how?

The IcoSphere primitive is basically the same thing, just select all the center points and scale them out from where the object was generated. That's it.

https://docs.blender.org/manual/en/latest/modeling/meshes/primitives.html#icosphere

The duplicate answers my question as it achieves a very similar result. Thank you all for your help!

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


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Notify Operator when scene property update
I want to call a method of an operator when a scene property has changed.
I know there is an update callback:
bpy.types.Scene.h_dock = bpy.props.EnumProperty(
    items = h_dock, name="Dock",
    description="Dock to left or right side",
    default="0", update=???)

But how to add a method of an operator here or any other class/instance in which I have to update member variables?
Thx

You have to write a function which takes 2 arguments (self, context) and executes whatever you need - and pass it as the 'update' argument

here is how i did it in my addon, i registerd my property's in directly in the register def and made a def at the top of my script that gets called when the value of the property changes
def Update_BoolProp(self, context):
    pass
bpy.types.Object.BoolProp = bpy.props.BoolProperty(
    name="BoolProp",
    description="description",
    default = True,
    update = Update_BoolProp
    )

i think that you can define the update function where ever you like as long as you can access where you define your property's.
ps: your vids are really helpful

Cheers. Unfortunately now you have turned it into a recursion loop, by updating the property in its own update method.  A good way to toggle bools is flag = not flag


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Repeated crashes using a Boolean / Difference Modifier
I am trying to model a pistol in blender, when i try to subtract the solid block using the boolean tool all it does is crash my program. Any help solving this problem would be greatly appreciated.

If Blender is crashing repeatably, it sounds like a bug; see this question for information about reporting them.

Also, it would be most helpful if you would post at least a screenshot of your modifier panel or perhaps your .blend file, since not much can be assumed from your screenshot.

It did not crash for me (with 2.74); however, I did notice some other problems that might be helpful to know about. Hammer_cut had an unused Boolean modifier applied to it, which was causing the Boolean modifier on Stock to fail. The Stock mesh had several non-manifold areas, which you can select with Ctrl + Alt + Shift + M, although I think none of them affect the problem area.


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How to unhide part?
I was trying to do some work on a part in blender, I had most everything else hidden. I clicked on some other part and the one I was working on disappeared. I can't find it on any layer, alt-h isn't doing anything. How can I get the part back? The part that's missing is only showing a handful of faces, the rest of it won't show.

Well apparently it was some bug in blender, i left the file open for a while in the background, i went to it again, it reloaded and now it's working fine.

It will be helpful to those wanting to try to help you if upload your ~.blend file to a hosting site and edit your question to include a link to the file. If you don't have a site you prefer, you can use the Blend-exchange site hosted by GiantCowFilms

If some but not all geometry from an object is missing, and you are not in edit mode, then I would consider checking that the object in question doesn't have any active modifiers, like a boolean.
If you are trying to perform a boolean operation with objects that are non-manifold, the normals are messed up, or the object is just modeled poorly, then a boolean will make some of the faces disappear.


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What would be the best way to round an object to fit a shape?
I'm trying to round the body for a helicopter I'm modeling using a side and front view, however I was wondering if there would be any easier way to do it than moving every single vertex.

There are several ways in which you can move multiple vertices, two above all are Proportional Editing and Sculpting, but there are also other methods and add-ons. Obiuvsly, ecah one is suitable in one case an maybe not in another, it depends on your topology and the shape you would like to obtain. If you pack the background images in your file, maybe we'll be able to give a specific answer for your case.

Please show images with only the background and then next your 3d mesh on top in wireframe mode. You may need to compose images from single images. Its difficult to guess what particular helicopter is your goal.  Please show your modifiers if any.  Your images presenting that information are better than the reader guessing.   Use a fair number of vertices for mechanical mesh prominent features first, just as you did for the blades.  Smooth later with subdivide surface.  Model the mesh with windows and door placement and show us your work as an image.   Prominent features first.

Personally, I think that for this situation it would be best to round off the geometry in edit mode.  Especially since you will (presumably) be  modeling more details to the mesh such as windows, doors, tail, etc. you will want the mesh to be more contoured.
The way I would do this would be to use the smooth function and then tweak it a little with proportional editing.
To do this first go into edit mode and select everything, then bring up the specials menu with W and select smooth.  You can tweak the smoothing by going to the bottom of the left toolbar (T) or hitting F6.  I used the default smoothing value of 0.5, but increased the repeat value to 6.

Then I would tweak the mesh around using proportional editing, turn proportional editing on with O.  You can set the falloff curve in the footer of the 3D view and adjust the falloff radius with the scroll wheel.  You can go into wireframe view and line up your model with the background image to help with the tweaking process.
Here is what I came up with after a little tweaking.


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What would be the easiest way to UV map a complex object?
I'm attempting to make a texture for a model i've been working on, so i've been trying to get a decent UV map, However whenever I do it usually ends up either very distorted or a lot of unrecognizable pieces or several different UV maps. What are some easier ways of unwrapping/UV Mapping?

In this way, it will be quite handy to unwrap it as you haven't applied Array modifier. So you mark seams on the cube, unwrap it (or without marking seams, just some automated way), and continue in this way. This map will be used by all the mesh parts after modifiers applied. If it's not ok, unwrap them again. I'd say whether to combine maps or not depends on whether model parts need to be joined.

Question should define in more detail what kind of object complex is too vague a term.

there's a blend exchange file attached

Model your own UV Map
This technique allows precision control over the geometry of your layout by unwrapping from a Shape Key pose.
"Project From View" allows anything we are looking at in the 3D Viewport to be stamped into 2D space (a UV layout). The trouble is that even if we can get a good projection angle there are usually some pieces of geometry on the other side of the model that will overlap in 2D. The solution I came up with is to model exactly what gets projected. Luckily UV projection takes Shape Keys into account, and we can reseal a ripped mesh without doing harm to the UV Map.
While it is powerful, this approach is not the most appropriate solution for every case. It is best to become familiar with the traditional UV unwrapping methods because often those will suffice. For example, if you have a cylindrical shape then Cylinder Projection is probably the best approach. The following technique is for getting at the hard-to-reach places and it can spare you many UV mapping headaches. It seems the standard unwrapping techniques weren't enough in your case, so hopefully this will help you.
Save a backup copy of your mesh and let's begin.
1. Rip it
Select the edges where you would normally mark seams and instead rip the vertices V, then press Esc to snap them back into place.
You can then select any individual piece or "island" by selecting a single part of the geometry and then Selecting Linked (CtrlL).

Another way is to mark all of your seams first (CtrlE > "Mark Seam"), then select a face and choose Select Linked (CtrlL). The selection will by default be delimited by the seams. (This must be done using Face Selection, not Vertex or Edge Selection.) Then choose Select > Select Boundary Loop, and Rip (V).
2. Add shape keys
From Object Mode, in the Mesh Context, add a shape key for the base mesh, then a second one. Label the second one "UV" and make sure it's selected before proceeding.

3. Flatten it out
In Edit Mode, Edit your model to be flat and fit nicely within a square area. Actually, it doesn't need to be totally flat as long as it appears flat from the projected view angle - that is, no faces overlapping. I found it easier to manage flattening each piece as I finished it. To flatten simply scale along the axis you will project along. In my example it would be SYNum 0. Of course it's not just a matter of flattening, but modeling it into a shape with no overlap and then flattening.
The goal is to end up with a mesh that is flat in its "UV" Shape Key:

This step is a modeling process that will vary from model to model. Here are a few of the tools you will probably find useful during this process:

Select Linked CtrlL - Selects all connected geometry. Use it to select each "island".
Hide Unselected ShiftH - Hides everything except what you have selected.
Unhide AltH - Puts hidden geometry back in view.
Proportional Editing (Connected) AltO - Influences the verts around your selection too.
Shrink/Fatten AltS - Pushes out or pulls in selected geometry relative to the Pivot Point.
Edge Slide GG - Slides an edge loop toward or away from neighboring edge loops.

Remember: Do not add or remove any geometry. When editing a Shape Key pose you are only pushing verts around, not adding, deleting, welding, or extruding. Reshape the geometry by moving positions of the vertices, that's all.
Make sure face normals are pointing toward the direction you will be looking from when you project your UV layout. Do not simply flip the normals. Instead rotate the piece to be facing the correct direction - outer part facing forward.
An animation showing the shape key transition of a model from 3D to 2D for UV unwrapping:

For hard surface modeling especially, such as with the model in your .blend, you will want there to be minimal stretching. So whenever possible, instead of stretching, rotate with the 3D Cursor as your Pivot Point.

Also, for hard surface modeling you have the luxury of separating large mesh objects into smaller, more manageable ones. Separate in places where you can hide the seams, or where seams occur anyway, such as where panels connect. You can then make a UV Map for each object. Each object can have a maximum of 8 UV Maps.
4. Unwrap
Method 1: The simple way
Put your 3D Viewport in Orthographic view. Look at your flattened mesh straight on and Unwrap (U) using > "Project From View". Scale it to fit nicely within the square grid of the the UV/Image Editor.
Method 2: Unwrapping for symmetrical objects
One limitation with Shape Keys is that modifiers cannot be applied while the mesh object is using them. So if your mesh has symmetry generated by a Mirror Modifier, project onto just one half of the UV area. To get the projection perfectly centered, set your Camera to Orthographic, make the dimensions square, and make sure the camera is directly aligned with your object. Enter Camera View (Num 0). The unwrapping will use the camera's bounds as the UV Map bounds. Press U and choose "Project From View".

5. Adjustments
At this stage you can refine the UV Map.
You can grab, rotate, and scale the UV islands to pack them together more efficiently. You may want to check your UV density by creating a UV Grid and nudging the verts of the UV Map so that the size of the texture becomes uniform over the model.
Do an incremental Save As, because next comes a destructive edit.
6. Piece it back together
From Object Mode, delete the shape keys. First the "UV" shape key, then the "Basis" shape key.
From Edit Mode, select the entire mesh, press W, and select Remove Doubles. The vertices we ripped before are now mended.
Applying the Mirror Modifier on symmetrical objects
If your mesh object is using a Mirror Modifier you can leave it on for now in case you want to keep your options open. But if or when you would like to texture the left and right sides differently you will need to apply the Mirror Modifier. (Note that if you plan to use a normal map the two sides must be unique in order to avoid shading problems; the normal map cannot simply be mirrored the way a diffuse texture can.)
Apply the modifier from Object Mode, then from Edit Mode select the newly generated half of your model, including the center vertices. The selected vertices will show up in the UV/Image Editor, however they are lying directly under the vertices that were originally projected. To flip them over to the opposite side, place the 2D Cursor in the center of the UV area on the X axis, set the Pivot Point to be the 2D Cursor, then scale -1 along the X axis.

And that's it, now you have a UV Map that looks exactly the way you want!

Very interesting approach!

Your answer is nicely written and the approach is actually interesting, but it is also honestly tedious. To unwrap a mesh in 3D view without stretching is a lot of work - I wouldn't for example want to manually do what Follow active quads does in one click.

I agree that this is an interesting approach, but personally I often notice small problems with the mesh during unwrapping, or want to modify it slightly to make it easier to map, etc. so doing this would prevent me from doing that. It also looks like a very complicated approach for most users so I would suggest marking seams, unwrapping, following quads and projecting from view as mentioned in Jerryno's answer as the best solution for something like your model.

@Jerryno Follow Active Quads is a great tool to have in the tool belt and ideal in many cases. However in the case of OP's ship, there are many areas where either tris make this impossible, or the quads are of varying widths, so Follow Active Quads would force the faces into rectangles and cause texture distortion. For such cases Unwrap From View is best, as both your and my answers suggest. I wanted to elaborate more about the various unwrapping methods but ran out of time, so I'm glad your answer covers them. Anyway, my technique is meant to augment the traditional methods, not replace them.

@MrFlamey Using a modeled UV Map as a starting point would not prevent you from making changes to it later. You could of course go back and re-unwrap portions of it, same as always. Just mark the seams before ripping or separating so you can distinguish the island regions later. It's a matter of picking the right tool for the right task. So for the areas of the mesh that can't be addressed easily with the standard projection methods you can model a custom layout. And since you can have up to 8 UV maps per object, one UV Map need not interfere with another.

@Mentalist You state that this method fixes the issue with unwrapping from view, because you get also the back geometry projected. This is not a problem because you select just the front part (or the part you want) to unwrap. Are there any other advantages to modelling the uv map manually and not using the specialized tools for it to save time? You say it gives more precise control, how?

Another advantage is the ability to use the flat unwrap mesh object as masking for paint in camera view, though I’d suggest working out  the model of the uv map on a copy of the mesh object.

The usual way is to mark UV islands with Edge Seams and unwrap the whole mesh in one go, then UV sculpt the islands, relax them, organize them, etc. This is very fast but only useful for organic shapes as there is stretching in the UVs.
There are several things to help you unwrap a complex non-organic objects, where you need surfaces to have minimal stretching (usually buildings, walls, robots, ships, etc.):
Unwrapping the mesh piece by piece:

The goal is to select and unwrap only a piece of the mesh (a future UV island) - this allows you to choose a UV unwrap method suited best for that part:

Unwrap from View - where there is a flat (or almost flat) part of surface, this is a best method to unwrap it. The view needs to be parallel with the surface though - this is how you easily align a view to surface.
Follow active Quads - useful for long strips of polygons, when they are not flat

you want to use follow active quads on the selected part and generally project from view on the unselected flat part.
Unwrap - on anything else, where stretching is inevitable.

You can still mark UV islands with seams for you to keep track where all your parts to select and unwrap are, and also to quickly select them with CtrlL in face select mode.

Multiple unwrap methods on one piece through pinning:
The method is useful where there is a flat surface with something complex inside it and you want it to be one UV island (and its also possible to have as 1 island).

Unwrap the whole piece with Unwrap from View.
In UV image editor use Pinning P to pin the flat vertices (so they are not effected with next unwrapping).
Use Unwrap on the whole piece and unpin with AltP.

This will yield better results than Minimizing stretch on the piece or using UV sculpt.

Aligning verts and sewing in UV image editor:

The UV image editor is full of tools to speed up and ease unwrapping:

Alt select edge to select the whole edge loop.
W > Align Auto to straighten it.

Next example uses basic Unwrap and then straightening it.

You can also use W > Weld to join multiple UV islands that were unwrapped with different methods into 1 island.

Editing multiple objects UV's at once:
If your thing is made from many objects, and you want to have 1 texture (so 1 UV space) you can use this MultiEdit addon to edit them at once. This allows you to see all the islands at once and to pack them nicely.


text:
How create two new a objects(mesh) from single selection
I'm need create 2 difirence a object from one selection.
I have some code but blender gives out error.

face_lengths = tuple(map(len, faces))
TypeError: object of type 'MeshPolygon' has no len()

import bpy

act_obj = bpy.context.active_object

sv = list(filter(lambda p: p.select, act_obj.data.vertices))
se = list(filter(lambda p: p.select, act_obj.data.edges))
sf = list(filter(lambda p: p.select, act_obj.data.polygons))

me = bpy.data.meshes.new("mymesh")
me.from_pydata([],[],[])

obj = bpy.data.objects.new("Object", me)
scene = bpy.context.scene
scene.objects.link(obj)

If I understand you well, you want to create two objects, one corresponding to the selected parts and another corresponding to unselected parts? That's it?

Not quite. Both corresponding to the selected

So, two new objects, from the selected parts in the original object? And without changing the original object?

Yes!
Forgive me for my English

Ideally you could use bmesh.ops.split() but the option to copy to a new mesh is still unsupported.
Using bmesh you can copy the selected verts and faces and create a new mesh out of them, then use that in a new object.
import bpy
import bmesh

act_obj = bpy.context.active_object

if act_obj.mode == 'EDIT':
    bm = bmesh.from_edit_mesh(act_obj.data)
else:
    bm = bmesh.new()
    bm.from_mesh(act_obj.data)
new_mesh = bmesh.new()

onm = {} # old index to new vert map
for v in [v for v in bm.verts if v.select]:
    nv = new_mesh.verts.new(v.co)
    onm[v.index] = nv

for f in [f for f in bm.faces if f.select]:
    nfverts = [onm[v.index] for v in f.verts]
    new_mesh.faces.new(nfverts)

scene = bpy.context.scene

new_data = bpy.data.meshes.new("mymesh1")
new_mesh.to_mesh(new_data)
obj = bpy.data.objects.new("SplitObj1", new_data)
scene.objects.link(obj)

new_data = bpy.data.meshes.new("mymesh2")
new_mesh.to_mesh(new_data)
obj = bpy.data.objects.new("SplitObj2", new_data)
scene.objects.link(obj)

bm.free()
new_mesh.free()

It seems that's exactly what I need, thanks

Something went wrong
http://i.imgur.com/JHS49Hl.gifv

Made an adjustment. The original script only looked at the object mesh data, while you go into edit mode and change the selection it was only looking at the previous selection stored with the object.

After selecting the vertices you want, separate them using:
bpy.ops.mesh.separate(type='SELECTED')

I'm need 2 objects

@ВладКиндюшов  this will give you two objects

Forgive me for my English, I know him very badly. So I get 1 new and 1 old object. And I need 2 new 1 old. If I use> bpy.ops.mesh.separate (type = 'SELECTED')
I will go 2 times in edit mode. To tozhe there will still be difficulties with knitting this. I need to create 2 new objects with the date of the selected polygons

An alternative proposal.
The code is fully commented below, but feel free to ask for more details
import bpy

def a( context, duplicateAmount ):

    print( '----' )
    act_obj = context.active_object

    if act_obj:
        previous_mode = act_obj.mode #Keep current mode
        previous_objects = set( context.scene.objects ) #Keep already created

        try:
            #Object mode to get updated selected faces
            bpy.ops.object.mode_set(mode='OBJECT')
            selected_faces = [p.index for p in act_obj.data.polygons if p.select]

            #Edit mode in order to use duplicate and separate operations
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.duplicate_move() #(give a warning because context is normally using the UI, but no consequences)
            bpy.ops.mesh.separate(type='SELECTED')

            #Back to object mode
            bpy.ops.object.mode_set(mode='OBJECT')
            #Set the selected faces as at the beginning
            for i in selected_faces:
                act_obj.data.polygons[i].select = True

            #Get the new object
            new_object = next( o for o in context.scene.objects if o not in previous_objects )
            new_object.update_from_editmode() #Ensure internal data are ok
            #Copy it n - 1 times
            for i in range( duplicateAmount - 1 ):
                obj = new_object.copy()
                obj.data = new_object.data.copy()
                context.scene.objects.link( obj )
        except: #If there is not selection, for instance
            pass
        #Set the original object as active again
        context.scene.objects.active = act_obj
        #Set it to the mode it had at the begining
        bpy.ops.object.mode_set(mode=previous_mode)

a( bpy.context, 2 )

I do not like this method but it works.
-----------------------------------------------------
import bpy
import bmesh
select_obj = bpy.context.selected_objects

def a():
    act_obj = bpy.context.active_object
    sf = [i.index for i in bmesh.from_edit_mesh(act_obj.data).faces if i.select]
    bpy.ops.object.mode_set(mode='OBJECT')
    bpy.ops.object.select_all(action='DESELECT')
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.duplicate_move(MESH_OT_duplicate={"mode": 1})
    bpy.ops.mesh.separate(type='SELECTED')

    bpy.ops.object.mode_set(mode='OBJECT')

    sel_obj = bpy.context.selected_objects
    object_B = None
    object_B_Name = None
    for i in sel_obj:
        object_B_Name = i.name
        object_B = i
        break
    bpy.ops.object.select_all(action='DESELECT')
    bpy.ops.object.mode_set(mode='EDIT')
    bm = bmesh.from_edit_mesh(act_obj.data)
    bm.faces.ensure_lookup_table()
    for i in sf:
        bm.faces[i].select = True

    bpy.ops.mesh.duplicate_move(MESH_OT_duplicate={"mode": 1})

    bpy.ops.mesh.separate(type='SELECTED')
    bpy.ops.object.mode_set(mode='OBJECT')

    sel_obj = bpy.context.selected_objects
    object_C = None
    object_C_Name = None
    for i in sel_obj:
        object_C_Name = i.name
        object_C = i
        break
    print("object_B ====",object_B)
    print("object_C ====",object_C)
    bm.free()
a()
bpy.ops.object.select_all(action='DESELECT')
for i in select_obj:
    print(i)
    i.select = True

authors: Влад Киндюшов


text:
How to combine nodes-editor transparency with uv-mapped textures in Blender Render?
Partial transparency with node editor ignores other objects behind (draws world background) asked here for consequences that came up after solving this problem.
-------------
I so far found a question which has been answered but the answer doesn't help me with my problem. (See this here: UV Map not being applied to object)
I have got an object that shall be acting as a low-poly solution for a horse mane. Thanks to someone who replied to an other question, I figured out how to get the object being transparent, following the alpha of the texture. But when I do that, the UV settings dissapear from the texture/material tab. I cannot use cycles render, my computer is too slow.
Is there a way to keep the UV mapping and make the texture be transparent where its alpha value is (nearly) 0? If anyone knows how to fix this, or has got even a hint, I'd be happy for any reply. Edit 1: I used this reply for changing the object settings: Blender Cloud texture settings: How to get from 0 alpha partial transparency in render?

This is how it appears when I activate the nodes to make the edges transparent; the UV mapping got messed up and the UV-mapping option is not aviable in the apropriate tab.

When I deactivate them it looks like this:

However, the object isn't transparent and somehow (what I didn't expect) the color turned black though it was a light grey.
 Both screenshots were taken from rendered 3D view (so no real render just preview)
 --
Edit 2: After changing the nodes as visible in the following screenshot, the UV map turned mapped right. Still, the transparency value is a bit too strong. After I made the horse mesh visible, I found a second error. The mesh is now transparent, but it is displaying the world background instead of the model laying underneath. I am going to do a testrender to see if that happens in render output too or just the 3D-View that trolls me here.

 Thanks everyone for trying to help me so far. I have to admit that I'm pretty new to nodes editor, but I hope to gain some experience with it and being able to cope with problems without need to ask about everything^^

Transparency has nothing to do with UV maping, they are two completely separate settings of a material/texture. How are you doing this? Could you post more info about your file, maybe some screenshots of the problem, or perhaps a link to the file?

I know that they are two different things, but somehow they turned messed up that way. File is very big and it would take a lot of time to just take the single object. I attached some screenshots, hope this helps a bit.

You clipped your first screenshot right where it mattered , seeing your complete node setup would help solve the issue.
Are there any more nodes in your material? Is there anything connected to the Vector socket of your image texture?
If not that is where your problem is. When using node materials and textures you must specify which type of texture coordinates to use in your texture within the node setup, to correctly display it.
Before your image texture node add a new Input > Geometry node, choose one set of UV Coordinates from the pull-down menu and connect the UV socket to the vector input of the image node.

Okay thank you, that solved the messed up UV coordinates. It still looks very transparent, though it should only be where there are the big gaps in between and at the end. I'm very new to nodes editor, I hope it's okay to ask here instead of putting a new question since it's that much related to the issue I had before.

It's probably best to place a new question if it's a different issue, especially since it's likely worth posting new images to illustrate the problem. Also to get attention from other users, I probably won't have time to look into it until later today.

Okay I'll do that tomorrow then; I sadly have no time today either. So I don't mind if it takes time for a next reply. If you know something about it, then feel free to answer however, I will link both questions as soon as I posted the new one (if it's necessary to do a new one when I return to look here tomorrow).


text:
Modify multiple objects at the same time (f.ex.: 8)
I'm still pretty new to blender but I was wondering if there was a function in Blender to  make the exact same changes to 8 or more objects which are on different positions later on.
For example. You have a room with 12 Pillars and you want to apply the same changes to those objects. How would one do this without making changes to one pillar and then have to copy paste the pillars to that exact same location over and over for each change.
Thank you in advance for any help or nodge into the right direction. I can give you picture to show my situation later if needed.

Objects can have the same object data.

It introduces some constraints. Like if you what to have different materials for those objects, the materials should be linked to the object, not to the object data.

@Merlin The first thing I did was learning Alt + D and the effect it gives. How can reading the manual, which I did years after using the shortcut, be easier? >95% new questions here can be answered by googling, including this one. But for someone who just wants a quick answer, it is as difficult as reading the manual.

@unwave Thank you so much. i will give it a try as soon as I am home so I can give it a try. Showing me that it is possible was great but including the shortcuts and keys pressed is even better. I mean I did some research beforehand but with all my attempts I came to the same threats and couldn't find anything as helpful as this. Would be great to have someone like you to help me with my other problem in such an awesome way.

@Merlin No, I think dumping a GIF as an answer does make a good answer for anything that's based on visual interaction.

@unwave what [SE] defines as a good answer is obviously different.  I hope you understand that I was trying to encourage a sense of quality, remembering that quite often, the results on google often point back to here.

@VarmintLP Here is an answer as well https://blender.stackexchange.com/questions/10499/how-to-change-mutiple-parts-by-changing-just-one

@unwave sorry for the delay but I basically forgot to do it yesterday evening and when I remembered I was just too tired to try. :C
But now I can say fulheartedly: Thank you. Thank you for this short and easy to understand responds and thank you for the effort you have put into this. You are awesome. :)
I do hope that this will also help others to solve their issue. ;)
Also thank you for the link to the array modifier. I will surely have a look into this.


text:
The bones connected to the Spline IK do not follow the whole armature - Still need help
Okay, so I have a mesh that has a tail so I googled how to rig the tail and it said to use a Spline IK restraint. I built the spline on the bones of the tail and now when I move the whole armature, the bones connected to the Spline IK do not follow. The picture shows that when I move the armature, the tail bones do not follow.  This situation is a problem.
I am rigging this dragon for school. I am down to a couple days to finish this but I am having issues. When I move the master bone of the armature, the spline IK I made does not follow. Why does this happen?

broken
rig

This image shows what happens when I check the chain offset box

Please improve the clarity of your question.  Please do not rely on the 1st degree clarity coming from a file.  When the reader looks at the images, the reader can be told by explicitly if something is good or bad or other classification.  Spline IK allows an armature bone sequence to follow a curve.  All constraints can be composed for further effect.  You write .. [When I move the master bone of the armature, the spline IK I made does not follow.].  It is a common mistaken situation for people to believe that a constraint will just work in their situation automatically.

So how do I make the Spline IK restraint to move with the armature? I know what it does, and used it on the tail. I just do not understand how to make it move with the armature. @atomicbezierslinger

From what you wrote if appears you have a mistaken basic concept of what the Spline IK constraint offers to do. https://docs.blender.org/manual/en/latest/rigging/constraints/tracking/spline_ik.html .  Of course their are video tutorials on video websites.  What do you want the Spline IK constraint to do?  Do you think you have used the Spline IK in a way that matches its description in the link above?  Again constraints and Python drivers can be layered.  One suggestion is to show additional pictures for people who may not feel it necessary to open your .blend file.

I read your statement in the comment.  Please differentiate clearly between the tail which is a part of or a total armature and the [armature],  The language is not clear to me.

Okay, so I have a mesh that has a tail so I googled how to rig the tail and it said to use a Spline IK restraint. I built the spline on the bones of the tail and now when I move the whole armature, the bones connected to the Spline IK do not follow. The picture shows that when I move the armature, the tail bones do not follow. @atomicbezierslinger

The title of your question may make some people think you do not have a basic understanding of Spline IK constraint.  Typically Spline IK constraint causes a bone chain to follow a curve and not vice versa.  Perhaps you may want to change your title of the question of content of the question to .... ... How do I get the rotations of an Spline IK constraint and not bone origin changes.

Your last comment is the most clear statement and should be incorporate into the original question.  If you want me to see in particular ... you can write ... see my new edit please.

What is the average movement you want from the tail? What is the most coordinated and complex movement you want from the tail?  How much time are you willing to dedicate to some in depth understanding of this. Do you just want some movement that works for today?

I probably wont see more of this question for 48 hours.  Your question would be clearer if you labeled each image.

Thank you for your help! I am going to manually move the Spline IK independent of the armature due to not having time to fix this issue. I did try to title the images but do not fully understand posting on this forum I guess @atomicbezierslinger

To the OP and anyone else stumbling on this post, I found this answer which helps to explain and provide a workaround for the Blender limitation of combining spline IK with other forms of rigging armatures. https://blender.stackexchange.com/a/35442/58258

The spline which determines the bones, and the empties running the hooks controlling that spline, are unparented.  Select the spline and all the hook controllers, then shift select the armature and enter pose mode.  Select a bone-- I recommend "Lower Back"-- and ctrl p parent->bone relative.

Image above Showing a bone chain controlled by a Spline IK Constraint
Consider using the Chain Offset feature as enabled .  This is indicated by the yellow arrow.

Please know there is a technique in modeling with regular IK constraint where there are 3 models. Model 1 tweens or has a linear interpolation of the other two models. Bones capture rotation, so rotation can be interpolated. Depending on your level of experience and patience this technique can be appropriate or in appropriate.
Bones can have a copy rotation constraint.

I tried this and it moved the tail off of the curve. I have added a picture for you to see @atomicbezierslinger

I understand that you may think that situation is a problem.  I ask you ... Why is that a problem in your scenario?  I wont have time to investigate this fully and I have seen this situation before.  If you do try to change this you may not like the battle which may be time consuming. In the battle you may get valid or arguably invalid messages in the Console ... such as ... Cyclic dependency detected.  Please see comment above in original question.

I make the comment about Cyclic dependencies because some people may validly criticize Blender in regard to this type of situation over which you and other people have little control.  Lastly with certain setting in the Spline IKC you can get results that you probably do not want depending of curve length, so there is not always a one to one correspondence.


text:
Why does the guard of my sword glow when it shouldn't
I am working on a final render for my little sword project I have been working on, but this issue perplexes me.
Essentially, when I render the scene in cycles, the guard of the centre sword glows. Initially, I thought perhaps there was accidentally emissions on the material, then I thought maybe the metal was reflecting light inwards, creating a glow effect, but I have disproven that too.
I know I could change the lighting setup to make it less obvious, but my overall goal was to get four shadows as if there are four ceiling lights, and increasing the strength seems to remove the shadows.
Here is the file: https://we.tl/t-FPs1yar0nu
Here is a reduced file:

This is what the render currently looks like:

Everything removed except the guard and lights:

Everything removed except for the guard:

Node setup for metal inside the guard (the glowing grey part):

Node Setup for the Green of the guard:

Blue light:

Red light:

Lighting setup:

Light from only underneath:

Any help is appreciated!
EDIT:
Here is the result after implementing the solution

I'm not sure there's anything anormal here, actually all your light directions converge towards the handle so it makes it light very bright

@moonboots I thought this at first, but reducing it to one light and moving it around still leaves it glowing

I believe moonboots and Rich Sedman are both partially right.
First, this geometry just converges light, and your roughness is generally low, so it will be a bit bright there no matter what.
In the Outliner, enter this menu:

and you can go through all of your materials.  Clamp any add nodes or change them to mix if they feed into the principled color input.  It's easier to do it from this menu because a lot of your objects have multiple material slots.
Once I changed a few add nodes to mix the brightness got a bit better.  This will change your material colors, so beware.

Thank you! It still isn't perfect but I like it much better now

I think if you sample it enough it will look pretty natural.

Very difficult to say from the description. To track down the cause you can do something like the following :
Remove all the lights and world illumination, does the glow disappear? If not then there must be emission somewhere - hide everything then switch them on one by one in the outliner to narrow down which mesh is causing the problem.
If disabling the lights also disables the glow then the problem is with one of your lights or you have a material that’s effectively amplifying the incident light - disable each material until you find the one causing it and then post details and we can try and point out the cause.

I have done as you asked and added images to show what is happening. I'm still lost as to what to do. Should I include images of the light and material details?

Yes please - the nodes of the materials would be useful. Also, please add a brief description for each of the images - is the first one without illumination?

Okay I will work on that. I wrote captions for the images but I guess that does not show up

I have added the requested information. Remember there is also a download link if you wish to check it yourself

I can’t check properly right now, but my suspicion is that your material ‘Add’ node is resulting in a color with values greater than 1.0. This would result in a surface that effectively amplifies any light that hits it. For concave surface this is amplified even more as it bounces light off itself as it will increase in intensity on each ‘bounce’. Just an idea at the moment - thought I’d mention it so you could investigate further. Try disconnecting one of the color ramps or bypass the Add and see if that helps.

Actually, best way to prove this out is to enable the ‘Clamp’ on the Add node.

that's actually a good thought, I'll give it a try. I have an exam until 9:30 tho so won't have any updates until then :)

I tried what you suggested without much success. Im thinking its just the way the lights are set up that's doing it

Now I don't think its that either! I added a light underneath and removed the others and its the same result! This is driving me nuts!

Hmmmm. I've downloaded your file and tried a few things. I'll work on it when I can. Can you provide a cut down file that still shows the problem? Please upload it to https://blend-exchange.giantcowfilms.com/ and paste the link to your question (it's a permanent blend file hosting site for this site).

I have added a reduced file. Glow still persists


text:
Use data from selected object in python scripting
In this picture I have a cube selected and in the transform panel you can see the cube's data, such as location and rotation. Is there a way to use the data of this selected object, like the x-location, and turn it into a variable?

Hello ! Here's all the available members of bpy.types.Object. Additionally I suggest you enable the developer extras in the preferences and the python tooltips which will open a tooltip with the property path when you hover over a field

That setting is just under Settings > Interface > Display > Python Tooltips nowadays. No need ot enable developer extras.

One way to do it are drivers.

ups forgot the link https://docs.blender.org/api/current/bpy.types.Object.html

I figured it out.
If you change the x-location in the transform panel, the code will appear in the info  section:
bpy.context.object.location[0] = 1
So to get the data from the active object and turn it into variables, I did this:
xl = bpy.context.object.location[0]
yl = bpy.context.object.location[1]
zl = bpy.context.object.location[2]


text:
How do you create a drop down menu with buttons
I'm trying to figure out how to create a drop-down list inside of panel, that has buttons in it, like you see in the image for "Mirror". At the moment, I've already figured out how to add a custom button to this panel with the code bpy.types.VIEW3D_MT_object_context_menu.append(), but now I just need to know how to create a drop-down list.

these are not buttons, but sub menus. Read here, this should help: https://docs.blender.org/api/current/bpy.types.Menu.html

You are interested in  bpy.types.Menu. Docs: https://docs.blender.org/api/current/bpy.types.Menu.html#bpy.types.Menu
Here is the example of a code needed to create nested menu you have shown:

import bpy

class MT_NestedMenu(bpy.types.Menu):
    bl_idname = "nested.menu"
    bl_label = "Nested Menu"

    # Drawing a nested menu with three operators(buttons)
    def draw(self, context):
        layout = self.layout
        layout.operator('object.some_operator1', text='Button1')
        layout.operator('object.some_operator2', text='Button2')
        layout.operator('object.some_operator3', text='Button3')

# Defining function to append NestedMenu class to the Object Context Menu
def add_to_view3d_mt_object_context_menu(self, context):
    layout = self.layout
    layout.menu('nested.menu', text='Menu')

# Registering/Unregistering
def register():
    bpy.utils.register_class(MT_NestedMenu)
    bpy.types.VIEW3D_MT_object_context_menu.append(add_to_view3d_mt_object_context_menu)

def unregister():
    bpy.utils.unregister_class(MT_NestedMenu)
    bpy.types.VIEW3D_MT_object_context_menu.remove(add_to_view3d_mt_object_context_menu)

if __name__ == "__main__":
    register()

Hope it helps!

Worked like a charm! Thank you so much :)


text:
Showing geometry node fields in a custom UI is grayed out for collection
I'm trying to create a custom UI that shows some geometry node modifier settings,
So far it's working for the most part but Collection and Objects fields are grayed out :

Is there a way to make them editable as the other fields ?
I've also tried a workaround by creating an EnumProperty that set collection inside the modifier , but I didn't managed to make it work as intended.
Any advices or something that would point me in the right direction would be very much apreciated !
Thanks !
Here is where I'm at with the script :
import bpy
from bpy.props import EnumProperty
from bpy.types import NodeSocketInterfaceCollection

class ModifierPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Asset Properties"
    bl_idname = "OBJECT_PT_MOD"
    bl_space_type  = "VIEW_3D"
    bl_region_type = "UI"
    bl_category    = "EnvTools"

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

    def draw(self, context):
        layout = self.layout
        obj    = context.object
        for mod in obj.modifiers :
            if mod.type != "NODES" : continue
            row = layout.row()
            grp = mod.node_group
            row = layout.row()
            for inp in grp.inputs :
                    if inp.type == "GEOMETRY" : continue

                    if inp.type == "COLLECTION" :
                        row.label(text=inp.name)
                        #row.prop(data = inp, property = "emb_col_enum", text = "")
                        row.prop(data = mod, property = f'["{inp.identifier}"]', text = "")
                        row = layout.row()
                        continue

                    row.label(text=inp.name)
                    row.prop(data = mod, property = f'["{inp.identifier}"]', text = "",)
                    row = layout.row()

def col_enum_items(self, context) :
    cols = []
    t    = 0
    for c in bpy.data.collections :
        cols.append( (c.name, c.name, c.name, t) )
        #cols.append( (c.name, c.name, c.name) )
        t += 1

    return (cols)

def col_enum_get(self) :

    # work but misses default
    #return(self["emb_col_enum"])

    # locked
    mod = socket_get_modifier(self)
    col = mod[self.identifier].name
    t = 0
    for c in bpy.data.collections :
        if c.name == col : return(t)
        t += 1
    return(0)

def col_enum_set(self, value) :
    self["emb_col_enum"]=value
    #mod =  socket_get_modifier(self)
    #mod[self.identifier] = bpy.data.collections[self.emb_col_enum]

def socket_get_modifier(socket) :
    mod = None
    mod_name = socket.id_data.name
    for md in bpy.context.active_object.modifiers :
        if md.node_group.name == mod_name : mod = md
    return(mod)

def col_enum_update(self, context) :
    mod =  socket_get_modifier(self)
    mod[self.identifier] = bpy.data.collections[self.emb_col_enum]

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

    NodeSocketInterfaceCollection.emb_col_enum = EnumProperty(
    name="Collection",
    items=col_enum_items,
    #get=col_enum_get,
    #set=col_enum_set,
    update = col_enum_update)

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

if __name__ == "__main__":
    register()
    print("reg")

Hello, not an answer but I think you could get a much more readable code if you used the next and/or enumerate builtin functions instead of your for loops

try 'template_node_view()', learn more https://docs.blender.org/api/current/bpy.types.UILayout.html?highlight=ui#bpy.types.UILayout.template_node_link

Gorgious thanks for the tips ! @Karan thanks too ! I've looked into that and it wasn't exactly what I was looking for ! this access the node tree, not the instance of that node ( on the modifier pannel)

I don't know if you find an answer or not but you can make dictionary of input types and then use it with prop_search instead of prop for the non-numeric based inputs.


text:
model shows semitransparent in vewport
this are the similar post that i post on
https://blender.stackexchange.com/questions/50027/blender-face-problem-on-large-file
i got this wire-face problem

and i think the problem solved
it is a camera clipping for sure.
thank you coco knight, mr  Zak, rick riggs.
thank you all of you guys.
thank you

What "problem" do you have exactly ? Do you mean edges can be seen through ? Do you mean the model has undesired new face appeared ? Please specify what is the problem other than only file.

I'm not at my computer to look at this blend, but my gut says viewport clipping, or if that is really the geometry, try hitting the Tab key and let us know if that solves the problem. Based on your next post though it looks like you just need to go into face mode (three buttons from the right of where it says global right above the timeline)

i just hit tab and it switch to object mode only. the problem remain the same. thank you

Ok, I think I know what the issue is. When 3D View is set to Ortho and view clip end is set to 100000 or bigger, then evetything is drawn as if limit selection to visible was not ticked. You get the same weird effect (also on perspective view), when view clip start is set to 0.01 or less. I hate it when that happens. The only workaround I've come up with over the years is to work at scales that work well in blender, and change scales on export if needed.

So do u have any example or guideline i can search for it? thank you

what do you mean? make sure your view clipping range is in between 0.1 and 10000. Scale your models accordingly.


text:
Blender Internal Render Material/Texture Mapping Issue: Texture standing out far more than normal on a different object
I'm having a problem with something that I do not really know about, or how it began, or what it even is. In my file, I had several base objects, and then I created another one, assigned the same modifiers to such, and applied the same material to it. This was the result:

The two objects have the exact same material, yet the marble texture seems to stand out far more than the other to the point where I can't use the material on the arm to achieve a desired effect. When I tried duplicating and separating the original object, I found it did the same once I made it it's own object, separate from the original. I have no idea why this is, I tried different varying things of use, such as copy/pasting the material, altering the marble texture, and some other things, but I cannot seem to figure it out.
Any help would be appreciated.
(Btw, the marble texture is mapped through Generated Flat.)
Here is the .blend file, it is not the entire original file, because I did not want to share the entirety of the file publicly yet.

can you upload your .blend? http://blend-exchange.giantcowfilms.com/ remember to pack external data into file before saving.

It's uploaded to the post

You wouldn't happen to have the "Geometry box ticked?  That's under the texture properties, right down the bottom under "Influence".

Yeah, I have the normal set to 0.18. Nothing else is checked in the geometry tab.

Actually it's suppose to be Generated:Sphere.
https://www.youtube.com/watch?v=Or_-Edur46I

You're doing good at modeling Bonnie V3 Zac

I actually have that whole model done, I can give it to you if you so want it, but it's like 300,000 vertices and some parts of the texture I couldn't figure out, (Like the cracks)


text:
Bringing extruded plane to one level
I have extruded a plane, and I did this all from the front-view.

I am not sure how this could be happen, but when I switch to side-view, I can see that the plane was also moved on some other axis.

It is not an even plane anymore.
Can somebody tell me how to bring it back to one level again and perhaps also tell me how to avoid something like this in the future?
Thank you!
ps: And if somebody could also tell me how to bring the leftmost vertices to one level on the blue axis to allow for mirroring, I would be very thankful as well! Thank you.

I presume, you want to flatten the mesh, to do this select all the faces and press S + Y + 0.
This should give you the flat plane you are looking for.
In future when modelling, you can replace "Y" with any axis and also when extruding planes, be sure that in the side view the face/edge is flat so that you can extrude worry free in the appropriate orthographic view.


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Is there a way to match audio and video length in blender precisely?
This question has kind of been answered here, but when I try to set the frame rate to the rate listed on the video (30fps in this case) it is still off by a large margin (400 extra video frames out of 18000 sound 'frames').  I have also tried using the speed control to adjust, but it will only correct to one decimal place, which will make the video either noticeably longer or shorter than the sound.  I would like to know if there is any way to improve the precision of the speed control feature, or (ideally) set a start and end frame rate, and have blender average the frames in between.

400 extra video frames out of 18000.. if you look at the fps drop down in the render properties panel there is a 29.97 frame rate preset. Have you tried that?

So, it appears there are actually extra video frames relative to sound 'frames'.  The audio is about 18000, and the video is 18400.  The file says it was 30fps and when I recorded it, I specified 30fps, but it appears it recorded extra.  I tried changing the fps to 31 (too slow) and 32 (too fast).  If I try to change the fps to a custom fractional framerate, it automatically changes it to a whole number framerate (31.5 goes to 32).  I tried using the speed changing option (shift+a, speed control), and it only goes to 1 decimal place which unfortunately also isn't precise enough.

Related: http://blender.stackexchange.com/a/44060/2843

What @batFINGER says is true. If you have your blender anim set at 30fps, but your video is really playing at 29.97 fps, the sound track and video tracks will get imported at different lengths.
presumably because sound is imported as a single item with a timespan, and the video is imported as a range of frames, each being dropped in a frame slot. Someone else may know for sure.
You just need to play with the FPS until the two strips align.
In the first image I have imported a 6mb video at 24fps. The two strips show as different lengths.

In the second image, the strips line up. But I had to use a custom '15fps' because I have a cheap android phone.

Shouldn't be too much of a pain to sort through the dropdown options.
If you need a unique frame rate, you can select 'custom' from the Frame Rate dropdown. (it's the first item, and looks like a title.) Enter something close to actual frame rate. Then you can use the divider '/' field to adjust.

You can see in the images the resulting frame rates are: 31.01, 31.37, and 31.71 respectively.

So, the issue is that the video file has extra frames (it averages to somewhere between 31 and 32 fps).  Unfortunately (and I don't know if this is an option that can be changed), blender will not let me enter in custom fractional framerates; it defaults to whole numbers, and so I can not properly line up the audio and sound.

@AD I added more info to the answer showing how to adjust between 31 and 32 fps.

That addition is perfect, thank you very much.

I'm not sure if this answers your question but if you have premiere or a free equivalent you should be able to get the two together no problem. You just need to make sure that both your Premiere / Blender session are at the same audio sample rate (Audio is my skill set, Blender I'm learning so I hope I'm right here).
Most movies will put the audio in at 48kHz but most audio from CD's etc is 44.1kHz this will make the audio faster. Ideally convert your audio to 48kHz (you could use audacity to do that)
As I say I'm not sure if this is the problem but if your video is 3mins and your sound is 3mins it should match perfectly if it's not there's a sample rate issue I imagine. - I could be totally wrong of course :)

I was trying not to have to download additional software for this, but I may have to end up doing it.  The major issue is that blender seems to import video frame by frame, so it gets all the frames (which is great), but runs the frames at the framerate set in blender.  The sound is imported separately so that it is not stretched or shrunk.  Unfortunately, this can lead to a difference between the video length and the sound length, and there does not seem to be an easy way to scale the video down to the length of the sound.


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How to effectively UV unwrap a subdivided mesh?
Are problems usual to arise in unwrapping a subsurfed mesh? Specifically in my case, I have a mattress that I have modelled for a bed, when I try to unwrap this the first problem that arises is the message that pops up in the info header,,
first problem:  what does the message mean?
The UV layout that I have created after hours of untangling, is(the green box here marks the area with the only pattern in the entire texture) :
,
second problem: was this a proper way to uv unwrap the mesh.
Furthermore, I had created an experimental texture in GIMP which I applied to the mesh:

but the render turns out a bit stretched:

What are all these problems? How can I fix them? What is the correct way to uv unwrap and texture a subdivided mesh?
I have also included the file; with the texture packed:

The message simply means that the scale of your mesh is not 1 (or equal) in every direction. This can explain the stretch problem of the second question. So ctrl+A the scale to apply then scale (set it to 1) and unwrap again

scaling the mesh would distort it from the room scene though

no... you will keep the dimensions : apply the scale (don't modify it) : ctrl+A then scale. Do it on a copy if you are not confident... By the way : your blend file does not include the texture you want to match with. Can you upload again with the texture packed in it ?

How do I pack the file, I am working in cycles, I can't find the pack option.

So initially the problem wouldn't have occured if I had scaled it in edit mode?

Yes... But scaling in object mode and applying scale is an usual way to do. About the packing : file menu/external data/auto pack into blend file

The message is because the scales of your object are non uniform. That means that some axis has a different scale than the other (eg : (1, 2, 1)).
But, unwrap functions works on uniform scale. So, in order to keep the dimensions and unwrap with the good proportions, you need to apply the scale (with Ctrl+A then 'scale').
Here you can see the impact on the unwrapping :

By the way, it seems that your initial work on the UV map give few space for the main face of the mesh (it is in a small center part of the UVs).
You should unwrap the main faces as 'big surfaces' in order to have the best benefit of the texture.
Something like that, which is obtained automatically adding seams to each corner :

I would like the back part to not have a pattern and only the color of the texture, Is the unwrap that is not needed at the main visible part of the mesh always dumped aside as a seperate peice like I did above?

@bzal, in that case, select the UVs of this part which is just colored and scale it down. The other part can be scaled up (as more space is available for it). Some points in this recent question can interest you too : http://blender.stackexchange.com/questions/61519/how-to-create-decal-from-mesh

How can I decrease the stretched look that has appeared at the rounded corners of the mattress? I tried editing the scale and location on the mapping node, but it didn't work.

@bzal, you can unwrap using "follow active quads", or, in the UV editor use "UVs to grid in respect to shape" which comes from an addon called "UV squares" (https://github.com/Radivarig/UvSquares)

I used the addon but the texture still look stretched at the rounded corners of the mesh. How can I fix that? I wonder if you have some spare time to upload the .blend.

@bzal, nothing is straight in the model, the model is 15.244x9.338 (ratio = 1.63), the texture is 4028x3000 but the part for the drawing is 1103x533 (ratio = 2.07). So I don't know what you mean by stretches ? The best you can obtain is unwrapping with the first unwrap option as it will maintain the ratio the best as possible. If you try to align the UVs you'll obtain stretches. Here is the file with a simple unwrap but considering the ratio stretch are unavoidable

the way you did it is awesome. But I have a question here, are every subsurfed objects uv unwrapped as so or is it just in the case of my model? If so do I need to remodel my mesh? (what are the numbers that are in your model when I TAB to edit mode? How do we toggle them?

@bzal, These numbers are the lengths of the edges (an option in the information panel N). Concerning the mesh, I think you needed to make it unstraight to compensate the subsurf. But you should add cuts to your mesh differently to avoid that. Have a try : add a plane, add 4 subsurf subdiv to it (don't apply), then cut it in edit mode ctrl+R. You'll see that restraints the subsurf effect at the corners, and also keep the mesh straight

that means the way I UV unwrapped was wrong, but wrong with respect to the geometry of my mesh. So, to compensate for that I need to add cuts to make the UV unwrap similar to that of my mesh?

That should be better to chat about that (but I do not know how to...). What I meant is that your base mesh IS distorded and that UV unwrap (first option) compensate that. Once done you can also check "use subsurf modifier" in the operator panel (it appear on the bottom left just after you validate the unwrapping). But even if all that can compensate, the first step stay the mesh geometry, I mean "by itself", because it seems you want straight things but what is modeled is not straight because subsurf is used with wrong/not enough cuts

Let us continue this discussion in chat.


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Object not rendering again
I know I am adding another question to a topic that has already got many answers, yet the answer I seek seems to be not among them.
Therefore I decided to list all the possible problems in one question to go through them and check if one of them applies to whom ever reads this. although I have not found the answer I am looking for.
the problem is that the objects themselves do not render, yet cycles realises that they are there and draws shadows.

Therefor I went through the following steps
I first checked if all objects are active and not hidden by checking the icons in the top left corner if they are all visible and not greyed out. All cams were visible.
Then I checked if the materials were assigned wrong.
Yet I did not see any setting that might have anything to do with me not seeing the whole object
Now according to a other post i checked 'Duplication" in the objects tab.
Object doesn't show in render
And now while writing this I found the answer to my problem.
The problem seems to be the render layer.
The fact that the camera is in the fist layer and the Eye objects are in the second layer the cam will not render the object its self.
The Solution;

Move the objects to the layer that is currently being rendered, by selecting the object and then pressing "M" and then selecting the layer you want to move the object to.

or

Got to the "Render Layer" tab in the properties panel (second from the left)(at least in version 2.47)
and select the layers you want to render.

Thanks anyways
ps;Though I wonder now why the light-effects are layer-independent.

Can you post a screen of ray visibility tab


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Expanding face geometry even offset outside
I have been trying to expand face geometry equal to same size like inset but towards outside.
I have tried to inset with outer option, but it is not expanding as I expected working on other dimension of the geometry.
Likewise, I could not use extrude along normal options.
Insetting and scaling -1 could work, but I am not sure how to apply scale on inset.

Extrude face edges and scale about face center ?

you can extrude your plane to give it thickness, it will give a cube, then extrude the sides of the cube along normals

If you've just got a simple plane, scale it to the dimension you want the 'outset' and then inset back so that the new face is where the old one was will work if you don't need the original face exactly where it was

Thank you. All @moonboots solution is working for me, but I cannot mark as solved. How can I?

I don't think it's possible with a simple plane, but you can extrude your plane to give it thickness, it will give a cube, extrude the sides of the cube along normals (AltE), delete the top to get a simple plane.


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Collections as Assets (3.1.1)
In Blender version 3.1.1 I have a collection of parts of an object with a data structure something like this:
+-- Dandelion
      +-- leaf.01
      +-- leaf.02
      +-- petals
      +-- stem
My problem is I cannot mark the collection as an asset. One of the solutions that I have found is to instantiate the collection and marking it as asset (https://www.youtube.com/watch?v=YFX8Fzg5CYY); then I am allowed to pull it in other blender scenes. However, through this method no thumbnail is appearing on the asset browser. Which is a problem since I do recognize items by thumbnails rather than names.
I appreciate any help regarding this problem. Thanks in advance!

Hello, what Blender version are you using ?

hey, thanks for reminding I always forgot that I am using 3.1.1 fixed on the original question as well.

As you've already discovered, Collections are not integrated into the Asset Browser as of yet. Marking a collection instance is more of a hack than a supported workflow, and thumbnails not being generated is a limitation of that hack so there isn't much you can do about it I'm afraid. Support for Collections and other data-blocks is a work in progress though, so hopefully we'll get it soon enough. In the meantime, you can add custom thumbnails to your instances from the N panel:

Okay, I can set them manually until it is implemented. Thanks for the detailed answer.

@Mimayuki FYI, Collections (with automatic thumbnail renders) are now officially supported in 3.2: https://devtalk.blender.org/t/collection-assets-feedback/23789

It came faster than I thought. Thanks for the notification. :)


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Clamping values below threshold in Geometry Nodes in Blender 3.1.2
I have a binary (black and white) texture that I used to set the z-value for geometry in a given example. I would like to set values to zero if they are below a certain threshold (black or almost black). How can I achieve this in geometry nodes? Thanks in advance!

You can use a Map Range node to determine the lower and upper limits of your input value:

Thank you! This node was exactly what I was looking for. :)


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Is it possible to make a class from bpy.type to implement an abstract class?
Here is my problem:
I'm making a Class A. This Class A, has some common functionality that I need to also add to another class (bpy.types.GPencilLayer).
Since that functionality is going to be common, I thought about implementing it using some kind of interface (abstract class (since python dont have interfaces)).
The thing I can make my Class A to implement that abstract class. But what about an alrady existing Blender class? Would it be possible to implement that abstract class in the GPencilLayer type?
Thank you so much.

AFAIK Blender custom types don't support inheritance, but they can support polymorphism. Inherit from bpy.types.GPencilLayer AND A

Didn't thought about that, I think it could solve some of my problems. Thank you much @Gorgious, always helpful


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Accessing the ("Parent") PropertyGroup that stores another PropertyGroup/PointerProperty from the "child"?
Here is my question:
I have a CollectionProperty that contains PropertyGroups (lets call them "ObjectA" Class).
This ObjectA Class have in its properties a variable of type PointerProperty that stores a refference to a PropertyGroup (lets call it "ObjectB").
(So basically):
Collection -> Has "ObjectA" elements -> ObjectA has a reference/variable of an ObjectB.
I need to access from ObjectB, the ObjectA that stores them.
(I made a kinda similar question, and user Gorgious kindly pointed me that I could use repr() to get the data path (I could manipulate it (to basically get rid of the last .object_b in my data path, and I guess that I could use eval() to execute that code. But I feel is kinda hacky, and maybe there is a more propper/"elegant" way that I'm missing (Like that self.id_data in that question))
Thank you so much for the help, much appreciated!

Edit: to add how Im making at the moment in case is helpful for someone else (despite Im not sure if there is a better way):
    # (In ObjectB.py)
    ...
    path = repr(self).rsplit(".", 1)[0]
    objectA = eval(path)

Hello ! I don't think there is a built-in way less hacky than the solution you found. You also can't add a PointerProperty to the child class pointing to its parent because that would cause a inheritance loop. However I think this limitation is intentional, in programming usually children (or subclasses) don't need nor want to be aware of who their parent is. this goes back to the SOLID principles of programming where constructs should only do one thing and interact as little as possible with other constructs.

Parents can query things inside their children, but children shouldn't be able to query their parents. Maybe your problem could be solved by a different architecture ? Keep in mind this is only a principle and your workflow might necessitate such a setup, but you'll have to rely on hacky workarounds I'm afraid. There is also this thread that might help you a bit although it seems like it's basically the same solution as you propose. https://blenderartists.org/t/getting-property-groups-parent-group/599301

Thank you so much Gorgious, much appreciated as always friend!
Yeah, you are totally right, it kinda "smelled" like a bad practice. (Is meant to be a subclass to declutter the code related a specific functionality from the "parent". I thought about that approach instead of constantly passing the object as an argument (maybe would be the best)).
Thank you again for the help mate!


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How to add a curve2D/mapping property to an Operator? (Image inside, I don't know its name)
I would like to add this kind of curve property that I've seen in different Blender's operators to my custom operator:

(This one shows when we interpolate strokes in Grease Pencil). In other softwares is called something like Curve2D. Basically making a custom curve that I could later evaluate its value depending x (f(x) = y).
I tried right click to see the source code, but it wasn't available. So I'm here asking.
Any idea?
EDIT:
I found this answer. (Changing it a bit so the curve is drawn in an operator rather than a panel):
def myNodeTree():
    if 'TestCurveData' not in bpy.data.node_groups:
        ng = bpy.data.node_groups.new('TestCurveData', 'ShaderNodeTree')
        # ng.fake_user = True
        ng.use_fake_user = True
    return bpy.data.node_groups['TestCurveData'].nodes

curve_node_mapping = {}
def myCurveData(curve_name):
    if curve_name not in curve_node_mapping:
        cn = myNodeTree().new('ShaderNodeRGBCurve')
        curve_node_mapping[curve_name] = cn.name
    return myNodeTree()[curve_node_mapping[curve_name]]

class OT_with_curve(bpy.types.Operator):
    bl_idname = "test.curve_property"
    bl_label = "test"
    bl_options = {'REGISTER','UNDO'}

    def draw(self, context):
        self.layout.template_curve_mapping(myCurveData('TestOne'), "mapping")

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

Now the curve shows. But when I try to modify it, I get the error:
    Python: Traceback (most recent call last):
  in:
    layout.template_curve_mapping(myCurveData('TestOne'), "mapping")
  in myCurveData
    cn = myNodeTree().new('ShaderNodeRGBCurve')
  in myNodeTree
    ---ng.fake_user = True---
      ng.use_fake_user = True---
AttributeError: Writing to ID classes in this context is not allowed: TestCurveData, NodeTree datablock, error setting ShaderNodeTree.fake_user

I get that is not possible to modify it in that context. I tried calling myNodeTree() in invoke():
def invoke(self, context: Context, event: Event):
    myNodeTree()
    return self.execute(context)

Again, I can see the curve, but when I edit it, it dissapears. After seeing in the console, I've seen:
    in myCurveData
    return myNodeTree()[curve_node_mapping[curve_name]]
KeyError: 'bpy_prop_collection[key]: key "RGB Curves" not found'

And Im a bit lost. Shouldn't it exist?
Any idea?


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Transparent texture becomes black when exported to FBX
I created a plane and added an PNG that included some transparent part as texture to the plane.
Then added some shader node to make the transparent part transparent following this tutorial:
Add a transparent image on top of a material
Blend Mode is set to Alpha Clip.
However, after the object being exported to FBX, the transparent part become black.
Is there any step I missed?

This is a limitation of the exporter and/or the FBX format. Most formats Blender can export to do not do things the same way Blender does, so Blender must translate or reduce, and it usually has reduced. Shader node materials in particular usually have gotten reduced to the active image textures alone.


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Selected object in list
I'm trying to make it so that the script stops whenever the object that is selected is not inside of a certain list. From the text below, you can tell that the ['Empty.00'] is both the object that I have selected and the object that is inside of my list.
print(bpy.context.selected_objects)

[bpy.data.objects['Empty.001']]

print(bpy.context.scene.extra.Empty_list)

[bpy.data.objects['Empty.001']]

For the code I thought that this would work: I had the intention that the code would do return{'FINISHED'} for selected objects that are not inside of the "Empty_list".
S_object = bpy.context.selected_objects
Empty_list = bpy.context.scene.extra.Empty_list

        if S_object not in Empty_list:
            return{'FINISHED'}

But for reason, it does return{'FINISHED'} even when I used ['Empty.001'], so the result is that the script stops. And I have no idea why.

both are lists. you can't check them as you did in the if statement use Sets and if set1.issubset(another set)

Empty_list = bpy.context.scene.extra.Empty_list

for object in bpy.context.selected_objects:
    if object not in Empty_list:
        break

Note overriding the builtin type object is not recommended (builtin words are displayed in orange in formatted code snippets). Usually obj is used. Cheers


text:
List for python scripting puts in all characters individually
Here's something I just quickly typed into the "Python Console" which perfectly shows the problem I'm having:
>>> list = []
>>> word = "something"
>>> list.extend(word)
>>> print(list)
['s', 'o', 'm', 'e', 't', 'h', 'i', 'n', 'g']

I want to know how I can make it so that it adds "something" as just one thing. So that when I type print(list) the outcome looks like this:
>>> print(list)
['something']

you defined list as an array and the python console prints an array as single elements. So either define it as string or combine it to one string before printing.
or did you search for append?
list = []
word = "something"
list.append(word)
print(list)

maybe this explains it a bit: https://www.geeksforgeeks.org/append-extend-python/

Using list.append did the trick. Thank you!


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How to get only the outer shape of the object
Is there any way to mark only the outer part of an object (attachment) and remove the entire center? The problem is that the parts into which the object is divided are partially visible outside, but they are also part of the interior.
The point is, I want to get only the outer shape of the object itself, without the inner elements (empty inside).

How would you define "outer shape"? It seems like a very subjective definition, considering that some "inside" parts are visible from the outside.

Sorry for not clear description.
The object consists of several parts - some are completely hidden inside, some are partially visible from the outside.
What I want to achieve is to get just the outer shell of the whole object, empty inside.
Hope this is more understandable :)

You could merge all objects with a boolean, then try a Geometry Nodes with multiple raycasts, either like I do below, with some offsets from the normal, or by chaining the raycasts by making a 2nd raycast from where the first raycast hits and so on...

"normal raycast":

The thing is, if you have holes in your geometry, through which you can see the inside, it's a matter or luck if the rays will manage to escape from the inside of the object versus just a concave part of the surface - the smaller the holes the more bias in favor of the concave surface, and the more surface, the less randomness and more reliable results. For a Suzanne with solidify and inner faces marked red, using my setup gives:

Notice how both a face on the ear that shouldn't be removed, got removed, and a red face inside that should be removed, passed the raycast test.


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Mesh Analysis - Why the thickness is uneven on sphere?
Any reason why are colors of thickness distributed unevenly since it is sphere shape?
I would expect one color.

Your Y-scale factor is 0.189, perhaps this is skewing your expectations.


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Installing module to blender's python (Mac)
I'm trying to install modules (one of them is open3d) with pip command.
From 2.8+ it should be easy as pip install open3d (mentioned here or here), but ...
cd /.../Blender\ 92.app/Contents/Resources/2.92/python/bin
python3.7m -m pip install open3d

results with Terminal report
zsh: command not found: python3.7m

The last one thread I found was a notification - pip is installed from 2.8+ for Win, but not for Linux/Mac builds. So I wanted to install pip with ensurepip as mentioned here ... into Blender's bin folder (where python3.7 file is stored) with command ...
python3.7m -m ensurepip

... but it fails with the same report
zsh: command not found: python3.7m

Have you tried just python -m pip install ... (from within the bin folder)

sure, but it goes to Mac's Python with report "...Python: No module named pip"

Related https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules   @vklidu do you have an installed system python matching blender pythons version? If so (IMO) it is sometimes simplest to pip install foo --user to have 3rd party module available for both system and blender python of same version.

@batFINGER No, system python is 2.7 on Catalina for some reason, so I don't want to break something (also it was recommended https://www.reddit.com/r/learnpython/comments/fux0iv/python2716_version_showing_in_macos_catalina/fmfe3v1/?utm_source=reddit&utm_medium=web2x&context=3 to keep it untouched and rather install python3 within into virtual envi) and also don't install modules globally. So it sounds as more problems for me ...

@vklidu No??   ,  by system, meant on the system (as opposed to blender python install)  eg via a pyenv, (not changing  your system's  default python) .  https://stackoverflow.com/questions/42988977/what-is-the-purpose-of-pip-install-user    As noted in 3rd party link can remove (rename) blenders python folder and use a  matching  version on your system.

Sorry, I became lost what is your suggestion ...

Firstly would be to use  ./python3.7 to avoid the command not found error, when attempting to run  a binary that is in current folder but not in $PATH

@batFINGER I just get it to work with easy but totally weird solution (answer), but since I very often use experimental version, extending specific blender's python inside a build is not a solution. So when I will have a time I try --user thing :) Thank you for patience.

Update 2024-02-02
There is an addon for installation and module management https://github.com/amb/blender_pip

Original post ...
For some reason using cd to blender's python bin folder and then executed command was not working, but ... path to blender's bin folder with python3.7m + command executed at once worked just fine.

Do I have a "pip"?
I don't know if 2.80 was distributed without a pip (as mentioned above), but 2.79 and also 2.83 Mac build containes a pip ... executing ensurepip was satisfied. You can check that by right click on Blender.app icon > Show Package Contents > Contents > Resources > 2.9x > python > bin, drag&drop bin folder into Terminal window, type python3.7m -m ensurepip and execute. In my case it looked like ...
/Users/Filip/Downloads/Blender\ 92.app/Contents/Resources/2.92/python/bin/python3.7m -m ensurepip

Upgrade "pip"
Terminal recommend update pip to latest version. So copy&paste directory of bin folder or drag&drop bin folder again  into Terminal window, type  python3.7m -m pip install --upgrade pip and execute. My example ...
/Users/Filip/Downloads/Blender\ 92.app/Contents/Resources/2.92/python/bin/python3.7m -m pip install --upgrade pip

Module installation
From what I tried, even without pip care I could just install module by command
python3.7m -m pip install + type your module name. In my case open3d module...
/Users/filip/Downloads/Blender\ 92.app/Contents/Resources/2.92/python/bin/python3.7m -m pip install open3d


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Dynamic paint - looping canvas animation
the problem seems simple, but I can't find a solution or similar topic.
How can I loop the canvas animation (dynamic paint) so that frame number 1 looks similar to frame 180 (end), I mean a similar influence of the brush on the canvas during the entire animation.
Of course, the "rain" is a brush, and a "puddle" is a canvas. The brush is looped, but for a canvas it is impossible to set negative frames (-180 for example)
EDIT: Sorry, I can't add attachments at the moment: "Failed to upload image; an error occurred on the server"

I might try this: Run the simulation for 360 frames, and then use the baked results twice, but blend the starting half of one with the ending half of the other for a total of 180 frames.

Hi thanks for your help! I think I understand what you mean, but can you help me what exactly should I do? How can I combine baking etc. sorry, it's only my first month with Blender :)

In the shader. You have two Image Texture nodes loaded with the sequence, but with different starting points, and a MixRGB with the factor animated from one to the other.


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Adding a rotating RGB border to a model
I'm pretty new to blender but I have this model of a card which i've created. I want to add a rotating border similar to those you see with RGB mousemats. Does anyone know of a good way to implement this? I tried looking online but to no avail :(
Example:

Maybe try something like this - it just rotates a radial gradient on the z axis and then colors it. Make sure to write #frame in the Value node to make it keep up with the current frame:

Final result looks like this (less choppy actually, I had to cut some off for the gif):

This is a great solution and yet so simple. Thanks.


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Can I export a render of the Solid Mode?
so am new to blender and just finish the animation but rather than export to rendered, I like the solid mode more. so can I export it to solid mode?

Set up your camera view using ⎈ Ctrl⇧ ShiftNumpad 0. Uncheck the Viewport Overlays by clicking the icon arrowed top right, Then use View > Viewport Render Animation


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Why there is an exceed color on the top of my hat?

help, i do not know what to do with this, why there is a yellow on the top of my hat when I am just putting a color infront? Thank you. Thank you. Pls pls need help. Somebody help me

Did you UV unwrap the object first? Share your Blend file and someone will be able have a look. https://blend-exchange.com/help

oh, thanks, I think that is what I skipped.. thanks.

I'll try again once more.


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Why there is black appearing when I imported the skin?
I already adjusted the UV map. I am not sure why the monkey face turned black while the body is fine.

hello could you please pack the images and share your file? https://blend-exchange.com/

There are two main reasons this could be happening. A, the normal map off screen is crazy, or B, the wrong material is assigned to the face.


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Active camera switched on me
I had my active camera set up nicely and I have been working with it just fine.
I edited something in the scene and all of a sudden the active camera (Numpad 0) does not go back to my desired view. I assumed I must have done something accidentally to the camera. Instead of trying to fix it. I opened a backed up version, did a small edit, hit 0 and again, instead of my camera view, the camera window is empty.
What might have happened? And how do I get back to my original, desired view. It's important that I can rely on rendering the same angle of my map every time I do a render

maybe you have some keyframe applied to the parent of the city scene. Check in the doopsheet turning "Only show Selected" off and "Show hidden" on, and remove any keyframes you find. Screenshoot

Also possible that you've set something else to be the active camera with ctrl-numpad 0. Select your camera in-scene and hit ctrl-numpad 0 just to be sure.


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Sculpting, joining high detail meshes for 3d print
I would be very grateful for help from more experienced (than me) sculptors out there ;)
So, a little bit of a background. I wanted to make a 3d printable sculpt of my friends DnD character for her birthday. I wanted to do it because I thought that it would be a great gift and also a great excuse to finally start learning sculpting.
So, recently I have finished my sculpt and wanted to prepare it for 3d printing. But I don’t really know how to do it. I mean, I do know what needs to be done for a sculpt to be 3d print ready. It needs to be manifold and it needs to be contained to one, single mesh. But I don’t know how to do it in my sculpt and need some help/guidance.
I have finished my sculpt and I’m pretty happy with the outcome and detail.
And therein lies the problem
I think that the best way to explain will be to provide screenshots:

I don’t really know how to deal with merging all this different meshes. I know that I can boolean them, but if two meshes are of much different density there are artifacts after boolean and smoothing them out is not always viable (for example at the base with text).
Can someone guide me on how it should be done and what is the best solution for this?
Thank you very much in advance!