text:
How to recover unsaved file or abort endless operation?
I accidentally and essentially crashed Blender during a build I was doing for a friend.
I added a Subsurface modifier to an object I was creating so I could see where to add extra loops. However, when I went to type in "6" for the views, I accidentally typed "65".
I don't know if Blender can handle this request, but I'm going to leave the system running for a while (I hadn't saved the file yet, so I'll lose a couple hours of puttering around if I force it to close). It seems to be trying to process the request, as it's running more memory than anything I've ever seen and knew was possible with my computer (I just saw it go over 27 Gb on the RAM, CPU running a lot power right now too, and my hard drive seems to be at its limit for data transfer).
Now I imagine I am not the first person to encounter this problem with Blender, but I wanted to ask if there is a way to recover a file that hasn't been saved recently if the system crashes? Or if there is a way to abort operation which is being calculated for too long?

Blender has built-in recovery system which saves file in temp directory and it should auto save before complex computations, see https://blender.stackexchange.com/questions/14413/how-to-setup-auto-save; however it should have already been enabled for this to work. Note that this site is not for feature requests, see https://blender.stackexchange.com/questions/1190/best-place-to-put-feature-requests

I'm voting to close this question as off-topic because it is a feature request

Possible duplicate of How to setup Auto Save?

The subsurface modifier maxes out at eleven.


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Exporting animated low poly water into Unity
Recently I created low poly terrain with river in the middle. I want to import it into Unity, but I can't do it properly.
I used vertex groups to connect few vertices together and used shape keys to create waves animation (I just move vertices from vertex group up and down).
When I imported it into Unity there was no animation. Should I do this in any different way to work or did I just messed up somethig with importing? Please note that I'm still learning Blender and Unity, and I could make some stupid mistakes.

source: Stack Exchange

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

sort: votes


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Blender won't start
I just downloaded blender on my computer and when I try to open it command line window first opens and then blender opens but it is just white. In the command line window  it says:

UpdateDeviceParams: Failed to set 44100hz, got 48000 hz instead
  Found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python
  Blender quit

I don't know what to do.

What graphic card do you use? Did you try updating or rolling back drivers for it? What is written in the console (command line) is totally ok except for "Blender quit" but it doesn't explain why quitting

use a GTX 970m. Have updated the driver but it didn't work.

try restarting the computer, if that fails try uninstalling and deleting the blender folder completely, then re-install it again

have tried that a couple of times and it won't work

I discovered if i scale the completely with window of blender it work. But it's so small I can't see anything

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Shading won't show up in the Properties shelf?
I'm trying to change shading from MultiTexture to GLSL, but I can't quite seem to find the option nor the panel where it should be. It's weird. No one else is having this problem.

Blender version?

Also the Multitexture/GLSL option doesn't work for Cycles

Still that Shading scroll should be present.. at least there are Backface Culling,  Matcaps setup. It's interesting situation, could you include screenshot of the whole Blender window when there isn't Shading present and if possible blend file?

You have an old version of blender, either 2.66, 2.67 or 2.68. The current version is 2.78 with 2.79 to be released shortly.
In 2.69 the shading panel was added, before that the GLSL/Multitextured option was available in the Display panel and it is only available when Blender Render is the active render engine.


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Is it possible to export object from Blender with modifiers and use them in external applications?
Can Blender modifiers be exported with the model and work in other 3D software or game engine software?
For example, I have applied the wave modifier on a plant, that automatically set up an "animation like" property of wind when "play" is pressed.
Without adding animations, but just setting up the modifier, I got the desired result. Now I would like to take that result somewhere else, say Unity3D or 3Dmax, how can I create/export a file that stores the "wave" information?
Please don't tell me to export an .mdd, because I really don't know how to use it. Tried several plugins for Unity that supposedly converts the .mdd to .fbx and it failed. 3Dmax doesn't read .mdd. Please don't refer me to a similar question asked here (the one with the image of water pouring from one place to another), I've read it all and still don't get it.
Thank you all.

I don't think so, modifiers are non-destructive and thus so much bound to the program that creates them (other programs have similar tools and you get the same consequence)... btw "apply" a modifier is different from "setting" a modifier: it means make modification distructive and permanent. Applying as shape keys allows you to edit the animation flow by editing shapekey's keyframes, but you are anyway bound to use them in blender. About "don't tell me to export an .mdd" why you can't try to post here what you tried and didn't work, as it could help you?

related https://blender.stackexchange.com/questions/42910/how-to-bake-object-with-cloth-simulation-and-subsurf-not-applied-having-troub

related https://blender.stackexchange.com/questions/43154/how-to-export-a-scene-with-shape-keys-animation

https://altermesh.com/ can do it with UE5. Is still on development but can be done, I think on the future will be more integrations like this one with other packages that support node systems.

I would like to post here a solution as been given to me:

place the modifier on the model
export .mdd file
import .mdd file back to blender and set apply on the modifier, this will make the modifier disappear.
export as .fbx file

These are the basic steps, that you should know.

What's the difference between this and just applying the modifiers and exporting to fbx?

Had the same problem with blender 2.91.2. Answer from another forum that worked for me:
Scott Ramsay (smramsay).Dec 9 2020, 9:02 PM
Exporters rely on selection, not visibility, to determine what to export.
So select only your final model with all of it's modifiers still on.
Then in the export window, you need to enable 'Include > Selection Only' and 'Geometry > Apply Modifiers'.

A modifier uses part of blenders programming to dynamically alter the mesh data. As such they can only be used within blender, though other software may provide ways to get similar results.
The only way to use the results of blenders modifiers in other software is to apply the modifiers before exporting. For a static mesh nothing more than applying the modifier before exporting is needed, many exporters provide an option to do this for you.
For a modifier that generates an animated result, you will need to "bake" the result as a series of meshes for each frame. The .mdd and .pc2 file formats support mesh data that is different for each frame. Alembic is a newer format that supports baked animations, 3dsmax is listed as supporting alembic.
The only difference between exporting to an .obj file and an .mdd file is that the .mdd file contains multiple copies of the mesh for each of it's visual states. Whether exporting a static or animated object, it is a matter of finding a file format supported in both applications that provides a desired result.

Hello @sambler you wrote "For a modifier that generates an animated result, you will need to "bake" the result as a series of meshes for each frame. The .mdd and .pc2 file formats support mesh data that is different for each frame. Alembic is a newer format that supports baked animations, 3dsmax is listed as supporting alembic."  How do you bake the modifier?

@Eco_Editor While it is similar to baking a simulation, the exporters take care of that, they play through the animation as they export the mesh for each frame.  The mdd, pc2 and alembic exporters give you start and end frame options to define what gets exported.

BH
Someone made a JavaScript parser called jsblend that turns the raw blend file into a JavaScript object when loaded, and includes all data that is included in the blend file, although there is no official documentation so it may be a discovery process, but it's certainly possible to determine what modifiers apply to which meshes, then recreate the effects of those modifiers in JavaScript or anything else

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min () expected sequence error only happens for newly created objects in edit mode
I wrote a script that selects the selected object's vertices with the lower Z value, and set's the origin of the object to the median point.
Everything worked perfectly until I tried to make things a bit better, by returning the 3D view mode to the mode that was used before running the script as in Edit Mode or Object Mode... etc.
The error I'm getting happens in a very specific case, and I couldn't find no logical explanation to it. I have "New Object in Edit Mode" enabled in my user preferences, so when I create a new object and run this scrip immediately, I'm getting an error:
 min() arg is an empty sequence

This error only occurs when an new object is created in Edit Mode, then I run the script immediately.
I tried disabling creating new object in Edit Mode, the error disappeared!
Even if create new object in Edit Mode is enabled, the error wont occur if I press tab to go to Object Mode first, then tab again to go back to Edit Mode, then run the script.
This error will not occur in any other cases whether run in Object Mode or Edit Mode.
I tried saving right after creating a new object in Edit Mode, then run the script, no error!
This is a very weird situation to the programming novice me, so what am I doing wrong here? help appreciated in advance, blend file attached.
Edit: I found a solution by unchecking "create in edit mode" off in user preferences, then checking it back after applying the rest of the code in the example, but I want to understand why is this error happening.

(Without having downloaded and checked file) You are passing an empty list to min(...)  Either check for it, or use min(sequence, default=0) to return 0 when the list is empty.

Nope, this didn't solve the problem, first I tried it as is, but I got an Error "Sequence undefined", then I put it in quotation 'sequence', so I'm back to square 1, same error @batFINGER

It will need to be the name of the list (sequence) in the min function in your code.

What exactly do you mean by lower z values @Georges? The lower part of a mesh? What if the object is more complex geometry than any simple cube? Can you elaborate? Any use case?

@poor, it would work for complex mesh, but this is not what the question is about, it's about an error in a very specific case, plz check .blend

Huh, then you should read batFINGER's comment again. In other words: min() is a function and expects an iterable e.g. a list as argument so if you are passing an empty list the error comes up. I've tested your script and can't reproduce your described behavior (I guess some lines are missing, right?) In my tests, the error message only appears in case the object itself contains no vertex (which is the expected behavior). Nevertheless the script sometimes works and sometimes it does not, one reason why I asked for your goal...

Then why it works in all cases except when "create new object in edit mode" is enabled in User Preferences?? Why is min() not having an expected argument error except in this specific case? That's my question

try going to User Preferences > Editing > New Objects: then check Enter Edit Mode, this is when things start to go wrong

batFinger's comment could be the right answer, but as I explained I'm a programming noob, it didn't really provide me an answer, if I was a seasoned programmer, most probably I wouldn't be asking this question in the first place :)

You need to update your edits if you are not using bmesh.
Add these to lines first to your def:
if bpy.context.object.mode == "EDIT":
    bpy.context.object.update_from_editmode()

@JuhaW this is perfect, this is what I was looking for, it eliminated the error, I've been enhancing the script during the past week, I managed to eliminate the error, but still wouldn't work from the first time, but this just solved everything like magic!!! Thank you!! Please add it as an answer.

You need to update your edits if you are not using bmesh. Add these lines first to your def:
if bpy.context.object.mode == "EDIT":
    bpy.context.object.update_from_editmode()


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How to render like this - toon but with fuzzy edges?
Alright, trying out toon rendering styles trying to match this (Puddles from Short Circuit by Disney):

Ive tried out various toon shaders including https://www.youtube.com/watch?v=TpWI2rU8iF0&t=1186s , and these have been helpful, however I need to know how this particular toon shading was done, with the "fuzzy" crayon edges:

Is this possible in Blender eevee?

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


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Blender 3D: Show and Work simultaneously on two or more scenes, same file
I use Blender 2.75 on Win 7.
I some times create one blend file and a first scene.
Than I duplicate the scene (once or more times as I need) and I make some variations to consider more possibilities for the situation I have to study.
I frequently have the need to visually compare in real time the two (or more) scenes for various reasons. For achieve this I need to have two (or more) scenes of the same file showed on the computer screen simultaneously.
The menu view > Duplicate area into new window, allows me to look the same scene from different perspectives and observe the same scene from as many points of view as I need. But I can't do the same with two or more different scenes of the same file.
The only thing I can do is to switch from one scene to another with the scene selector that switch the scene for all windows. This doesn't allow me to show two scenes simultaneously but just one at once from different points of view, in each window.
What I want, if it is possible, is to have two or more windows of the same file opened on different scenes. The problem is that acting on the scene drop down menu switches the scenes in ALL windows, even the separated ones.
I tried the solution proposed by iKlsR♦ in this page Is it possible to work on two or more files at the same time (or open multiple Blender instances?)
but it doesn't work: the scene is switched on both opened windows.
Is there any solution or any option to solve this situation and allow me to show on screen simultaneously two different scenes of the same file?
Thanks in advance.

You can preview multiple scenes in 1 file if using Duplicate Area Into New Window option (it seems that's what was done in the answer you linked). Other than that I think your best bet will be to open two blender instances with that same file opened.

@MrZak
As I said in the main post the View > Duplicate area into new window, option allows me to look the same scene from different perspectives and observe the same scene from as many points of view as I need. But I can't do the same with two or more different scenes of the same file.

Using two Blender instances doesn't Allow to sync modifies to the scenes until the file is saved and the other is reloaded from disk manually, loosing of course the undo redo stack etc...
I want to understand why using Duplicate Area Into New Window option  by as done in the answer I linked works there but not in the Blender I use. Is that a version issue?

I believe there is an option in user preferences called "global scene" that enforces displayed  data from all editors to belong to the same scene. If you disable it you can show data from different scenes in different editors. You might need to create multiple info windows to control which scene is displayed where. I'm not at my computer currently so I can't confirm this right now.

@DuarteFarrajotaRamos
"global scene" there it is!!! This solved the question.
This is what I'm looking for.
Thank you so much!!!

Just for the sake of completeness here I'll leave a more proper answer.
Go to File > User Preferences > Interface > Display and uncheck the option Global Scene.

The Global Scene option enforces displayed data from all editors to belong to the same active scene. If you disable it you can show data from different scenes in different editors if they belong to different OS level Window. You will need to create an Info editor for each separate window to control which scene is displayed there.
For 2.8+ versions there is no Global Scene option, you can assign a different scene to each window by default, just make sure you create main windows by going to the Window menu on the top left by default, and choose New Main Window, secondary windows will always follow the scene on the parent main window:

Perfect. Just one more clarification: this works only on separate windows (View > Duplicate area into new window), but don't work if the same window shares two or more viewports. In this last case the scene menu behaves as if global scene option was still active

True thanks for the heads up, I'll update the answer above

How do you do this in Blender 2.8 up, it's not there in the new interface

@Christos As far as I know for 2.8+ there is no Global Scene option any ore, you just need to create a Main Window from the Window menu

Since Blender 2.8, you can have this functionality by opening a new Main Window:
Window>New Main Window
In this window you can open any scene and you are still working on one, the same file.


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Motion tracking a shot where no tracking point is in frame throughout the video
I’m trying to motion track a shot where the position it ends on is totally different from the starting position. In other words there are no tracking points that stay throughout the whole video.
How can I set up a tracking scene for the whole video instead of just part of it?

There is no problem in this situation.  All you need to do:

is in solve settings set keyframe A and keyframe B where you have enough motion and more then 8 point are the same.  So it can be not the start and end frame.
And also you need to track points from start and end (and maybe in middle) - your goal is to make shure that every frame have 8 or more enabled tracking points. They may be different, but due to the fact that new markers pick up motion, tracking will continue


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Blender screwing up normal maps from Substance Painter?
I have been using blender for a bit and ran into some weird issues when using Normal maps from Substance Painter and have no idea why.

In software such as Sketchfab they show up perfectly fine with no visible deformations in the model

But in Blender the normal maps makes it look skewed and not flat per say.
Here are the nodes that I use with blender

And here are the export settings in Substance Painter if it helps

The normal map that I export from Substance Painter is in OpenGL format.
I use Blender version 2.79 and have had the same issue with Blender Eevee.
Otherwise is there a specific node setup that we should use in order to get the same results that we see in Substance painter?
Thank you for your time.
Edit 1: Here's all the Texture maps used

The likely cause is differences in triangulation.
You'll notice that your baked normal maps aren't "flat" - they compensate for averaged normals of low-poly triangulated geometry. Assuming the base normal map was baked in Substance Painter, this now means that the original non-triangulated mesh in Blender is "out of date", as Blender triangulates it differently.
In Painter, you can File > Export Mesh, load this triangulated mesh into Blender and try the same material on it. Alternatively, you could have added a Triangulate modifier to your object before exporting and baking, ensuring consistency across different software.
A less general solution is marking some sharp edges and unticking Average normals when baking. The resulting normal map would then be made to be applied to a flat surface, so the triangulation would no longer matter.
In an upcoming Blender version you'll be able to "spin" the "virtual edges" inside a face without doing triangulation explicitly, but that's hardly a solution.

Unfortunately, we can't see your image texture nodes, which makes me think you don't know there is an important setting there, that you need to set up properly depending on the kind of map you're using. But as I can't see, maybe it's not the answer either.
As explained in the Blender Manual - Image Texture Node:
You have to set the color space to "non-color data" when your texture doesn't output color info for your material. Normal maps must be set as non-color data (as well as metallic, specular and roughness).
If you're curious on understanding the difference between "color" and "non-solor data" color spaces and why use one or the other, I suggest you read this topic.

My bad, I have uploaded a picture of the expanded nodes and I did use non-color data before in the node setup.

My only reference is that: https://jtheninja.wordpress.com/2017/05/11/substance-and-blender-2-79/
Otherwise, I have no idea where is the issue. Maybe tweak the strength. That being said, there is no way you can obtain the same result from different render engines.


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What technique do I use to sculpt a viper snake heat sensing holes?
Hello and sorry in advance if the question is too generic. I'm very new to blender, and struggle to finish one of my very first project. I'm trying to sculpt a blue viper snake head (to be precise the top half of it, without the bottom jaw) and the most challenging part are those heat sensing holes located between the eyes and the nostrils. I don't have any reference images but publicly available pictures from internet:

When how are such parts made. I mostly start with "digging" the face inward with use of "Draw" / sometimes "Draw Sharp" brushes, but no matter how i do that, the holes become too smooth after a couple of remeshing iterations (I start with low-poly UV-sphere, and increase number of polygons steadily):

What kind of technique is recommended for such stuff? I'm not exactly sure I can find appropriate set of brushes to sculpt a scale-ish creature properly.
Thanks in advance for any piece of advice!

Maybe try to sharp with the Smooth brush inverted (press Ctrl to invert the effect):


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How to remove the axis constraint after scaling all objects to zero on one axis?
I inadvertently scaled all 3D objects within a layer to zero on the Y axis. Geometry is now constrained to the X Z plane in edit mode. I basically did a S Y 0 at some point during a tonne of 2D work within that layer in X Z orthographic view so I didn't notice the error.
Geometry will move in the Y direction in object mode, but not in edit mode. Removing doubles does nothing even though there are layers collapsed on one another.
Any ideas?

In object mode, Ctrl+A then 'scale', to apply scale so that it comes back to 1, 1, 1 (that will keep the geometry as it is but you'll be able to move along y). The opposite can be "Alt+S" to clear scale (and your objects will come back to their initial scale state)

That worked thank you! Just need to clear a heap of doubles now. Alt+S would of been perfect if I had applied scale to all objects initially. I'll learn.


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Rotate camera using eulers
Question: My camera towards the target object located at (0,0,0). I know the current camera location (camx, camy, camz), camera rotation eulers. How can I calculate the new camera rotation eulers so that my camera can rotate any angles a long the camera z axis.
Following is the detailed description:
My camera is located at [camx,camy,camz] and the target object is located at [0,0,0]. In order to ensure the camera can correctly facing the object center, the following code is used to calculate the camera rotation eulers:
Vector = (0-camx,0-camy,0-camz)

direction = mathutils.Vector(Vector)

rot_quat = direction.to_track_quat('-Z', 'Y')

myeulers = rot_quat.to_euler()

cam.rotation_euler = myeulers

Everything works fine and the object is located in the center of the rendered image.
Now, I would like to rotate the camera like e.g. 45,90,180,360 degrees along the camera z axis so that the object in the rendered images is also rotated. Thus, I directly change the camera Z euler angle. However, after rendering, the object is not located in the rendered image center. In some images the object is missing. I guess the main reason is that the camera is rotated according to the world coordinate, the the local camera coordinate.
Do some of you know how to calculate the camera euler angles so that it can rotate only around the camera z axis? I need to use Python since those euler angles and the rendered images will be used for CNN training. Thank you very much!

So you just want the camera to rotate around the object in the center of the scene?

Not around the object. The camera location is fixed. The camera is facing the object center. I only want to rotate the camera along the camera z axis. For example, camera rotate 45 degrees, but still at the same location, facing the object center. In such a case, what kind of rotation eulers should be assigned to the camera.

So you want to 'roll' the camera around the axis it's pointing at?

@BertVdB, yes, I want to 'roll' the camera around the z axis :)  The question would be how to calculate the eulers for each rolling angle?

Hmm at first thoughts this will be quite tricky using python scripting, but it is very simpel using blender's viewport handles... Do you realy need this in python?

Problem solved! Check the following code:
(1) Step one: Select camera and change the transformation orientation into 'Local'
(2) Step two: Write in Python:
cam = bpy.data.objects["Camera"]
cam.select = True
bpy.ops.transform.rotate(value=-1, constraint_axis=(False, False, True), constraint_orientation='LOCAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
print(cam.rotation_euler)
Here you can change -1 into any angle you want to roll

This is a math problem, so there should be a math-based solution -- one that does not require bpy.ops.
One way to control the order of rotations is to express the desired rotation as a product of component rotations. Then the order of the multiplicands controls the order of operations.
For example, if camera_roll is the rotation matrix for rotation about the Z-axis, and camera_rot is the original rotation of the camera, then to combine the rotations into a single rotation (matrix), you would multiply the two matrices:
matrix_world = camera_rot * camera_roll

The component rotations are applied from right to left. So first the camera is rolled (about the Z-axis) and then rotated into position.

Vector = (0-camx,0-camy,0-camz)
direction = mathutils.Vector(Vector)
rot_quat = direction.to_track_quat('-Z', 'Y')
rot_quat = rot_quat.to_matrix().to_4x4()

roll = math.radians(45)  # select your desired amount of rotation
camera_roll = mathutils.Matrix.Rotation(roll, 4, 'Z')

# apply the rotation
cam.matrix_world = rot_quat * camera_roll

I've packaged this into a utility function here.

If for some reason you wanted to know the equivalent Euler rotation, you can conver the matrix rotation to an Euler rotation by using:
matrix_world = rot_quat * camera_roll
myeulers = matrix_world.to_euler()

and then apply the rotation to the camera with
cam.rotation_euler = myeulers

Problem solved! Check the following code:
(1) Step one: Select camera and change the transformation orientation into 'Local'
(2) Step two: Write in Python:
cam = bpy.data.objects["Camera"]

cam.select = True

bpy.ops.transform.rotate(value=-1, constraint_axis=(False, False, True), constraint_orientation='LOCAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

print(cam.rotation_euler)

Here you can change -1 into any angle you want to roll


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How to set a certain scene if object fall below a value?
I would like to set a certain scene if a certain object falls to below zero or less.
This is the current aspect of my script:
import bge

# get the controller
controller = bge.logic.getCurrentController()

# get the game object that the controller is attached to.
obj = controller.owner

# get actuator attached to the controller named switchScene
act = controller.actuators["switchScene"]

# Detects player's z position is equal or minor then zero
if obj.worldPosition.z <= 0

# set scene name
act.scene = "Main"

This is the error that the terminal returns:
Python error compiling script - object 'Player', controller 'Python.003':
  File "Z.py", line 13
    if obj.worldPosition.z <= 0
                              ^
 SyntaxError: invalid syntax

Thank you.

You have a syntax error because you forgot the double point at the end of if statement.
You can change state of an actuator with current controller actívate or deactivate.

Your script should look like this:
import bge

# get the controller
controller = bge.logic.getCurrentController()

# get the game object that the controller is attached to.
obj = controller.owner

# get actuator attached to the controller named switchScene
act = controller.actuators["switchScene"]

# Detects player's z position is equal or minor then zero
if obj.worldPosition.z <= 0:
    # set scene name
    act.scene = "Main"
    # scene actuator mode: change to = 0
    act.mode = 0
    #change scene
    controller.activate(act)

Related : Python API controller.activate, Python API KX_SceneActuator
EDIT
Hi again.
About chicOrtiz comentary:
That error its because you dont have an actuator named "switchScene" conected to the current controller in the logic editor window (panel). as shown in the next image:

So i decide to make a blend example and found our next error.
We need to set actuator mode before set the scene. So the script should be:
import bge

# get the controller
controller = bge.logic.getCurrentController()

# get the game object that the controller is attached to.
obj = bge.logic.getCurrentScene().objects["Cube"]

# get actuator attached to the controller named switchScene
act = controller.actuators["lascene"]

# Detects player's z position is equal or minor then zero

if obj.worldPosition.z <= 0:
    # set actuator mode :
    # 0 = ?restart? ;   1 = ?restart?? ;
    # 2 = set Scene ;   3 = set camera ;
    # 4 = overlay   ;   5 = underlay
    act.mode = 2
    #set camera, it has to be in the same scene.
    act.camera = bge.logic.getCurrentScene().objects["Camera_main_scene.001"]
    #Set actuator Scene
    act.scene = "Second_Scene"
    #active actuator
    controller.activate(act)

Note: About if you need to use bpy or bge,
if you want a game always use bge
if you want animation movie, addon, etc use bpy
bpy and bge cant work together in anyway (in my understanding)
bpy only used inside blender (internal, cycles) dont bge

Thank you @strapicarus. Now I'm getting the following error: code Python script error - object 'Player', controller 'Python.003':
Traceback (most recent call last):
File "Z.py", line 10, in
KeyError: 'requested item "switchScene" does not exist' code What should I use? (https://docs.blender.org/api/2.78b/bpy.types.SceneActuator.html?highlight=scene%20actuator#bpy.types.SceneActuator.scene) or (https://docs.blender.org/api/2.78b/bge.types.KX_SceneActuator.html?highlight=scene%20actuator#bge.types.KX_SceneActuator.scene)?

Hi @chicOrtiz plz read the edit answer, at the final i leave a link to blend example.

Hi Strapicurus! Thank you very much for the solution. Interesting to see how the numbers 0 or 1 can both restart the scene in your second script ;) I even tried something like "-23" and it seems to restart the scene too... Go figure! :)

did you test the blend file? or just copy the script, the scene will restart if something wrong like the names. the act.camera only work if use act.mode = 3 and have 2 or more cameras in the same scene. if you download the blend press P and the scenes should change from Main_Scene(active) to Second_Scene(inactive)

Yes! Sure I tested the Blender File, it works perfectly, thanks. Just pointing out some interesting findings that are a mystery to me ;)


text:
Blender Game Engine: Why don't shadows appear?
I'm using Ubuntu 32bit 16.something. Blender isn't showing shadows in the viewport or bge. I can render shadows but I need to use them for the game engine. I'm on blender game, textured view, glsl, shadows/shaders enabled in both render and light data panels.

Texture shading mode as the name implies shows textures, you should be in Material view. Also activate the shadows for your Sun lamp

Had to reinstall ubuntu cause an update caused my keyboard to malfunction. No that doesn't work for me here. Is there any sort of error debugging method I could use to see what the issue is?

You need to activate shadows in lamp property.

If that not the problem, change the energy in the second lamp.

Reduce energy.

Nope, I get the opposite of a bright white scene, all the objects turn black. Again I'm using Ubuntu, I didn't have this problem on Windows. I've tried every selectable option that I know of to enable shadows for the viewport but nothing works.

Then the problem may be related to the GPU and OpenGL driver, not blender. What brand is your GPU ?, Are you opening blender from the console? So you can see if it gives you some error. Do you know if you have installed the drivers of your GPU and OpenGL?

This is what Ubuntu's terminal tells me.
*-display
description: VGA compatible controller
product: Core Processor Integrated Graphics Controller
vendor: Intel Corporation
physical id: 2
version: 02
width: 64 bits
clock: 33MHz
capabilities: msi pm vga_controller bus_master cap_list rom
configuration: driver=i915 latency=0
resources: irq:29 memory:d0000000-d03fffff memory:c0000000-cfffffff ioport:5050(size=8) memory:c0000-dffff

I found this bug report not related to blender, but related to your hardware, affecting libre office Calc using OpenGL.

On enabling OpenGL, LO crashes at the splash screen. On disabling, it works fine, but the active cell is not marked in any way.
So maybe the problem is retaled to your hardware and OpenGL on ubuntu 16 and affect the way Blender viewport render shadows. Sorry to say but maybe you need to go back Windows to use Blender until this bug get fixed. Or get more help or info in ubuntu and OpenGL forums.


text:
How to change object scale in bge via the arrow keys?
So I'm trying to scale up and down a cube using the arrow keys.
I've tried with this code (I'm not too good in Python so I used a template, and I'm not pretty sure if it's the correct one):
import bge

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner
    sens = cont.sensors["pixelscale"]
    pixel ["scale"] = bpy.data.objects["pixel"].scale[0]

main()

By the way, this is the logic bricks set up

What do I have to change?

First you should never use bpy with bge.
Your script should look like:
import bge

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner
    pixUp = cont.sensors["Keyboard.001"]
    pixDown = cont.sensors["Keyboard"]
    factor = 1
    if pixUp.positive:
        own.localScale[factor]*3 # the same as own.localScale[1,1,1]
    if pixDown.positive:
        own.localScale[factor-1]*3 # the same as own.localScale[0,0,0]
main()

I suggest not to use  "main". It makes the code ore complex without adding any value.


text:
How do I get rid of artifacts on boolean text?
I have taken 2 letters and combined them with a boolean, but now I get these artifacts everywhere. I tried using ⌘ Cmd + R to add parts, but that made it worse (some faces dissapear).
How can I make this proper/one flat color?

You have shaded smooth your object but the topology is bad (ngons and stretched triangles), therefore these artefacts. But it depends on what you want to do at the end, if you don't care about having a perfect topology and you want a quick fix in order to have a correct appearance, use the Auto Smooth option in the Properties panel > Object Data > Normals. It will smooth all the angles below the angle you'll set and keep the other ones sharp, therefore it will remove all these artefacts:

You're a lifesaver! Thank you, it worked!


text:
Changing resolution does change camera
On Blender 2.9 when I change the output resolution also the camera does change, does anyone know why? How to fix it?
I had the same scene on Blender 2.8 and it didn’t had this issue.
Here the image from 2 different sizes of rendering on Blender 2.9

I’ve already tried to re-create the camera and to press Numpad 0 with no results.
Also in the “View Port” the camera looks always right.

Here the first render with showed edges:

Yes, I'm sure. The first image on the top is complete as I showed it

The field of view does not change when you change the number of pixels rendered (unless you are rendering with a different aspect ratio). You are using a render region, that might be the issue. Press Ctrl+ Alt+ B to clear it.

Are you using any nodes in the compositor?

I already tried without render region but the result is the same.. There is almost nothing in the compositor. Just a thing about Image and Alpha

Could it be because I use a modified version? It's the E-Cycles version

Hello :). Can't reproduce the issue. Isn't it just zoomed-in? Try View > Frame All Fit (Shift + Home) to see if the results are the same.

Well, Is not a problem of the image fitting on the render box.. I checked already.


text:
How to copy part of a model onto another model

I want to take the 2 existing arms on this model(above)
and add another 2 below.
I have tried this in edit mode by duplicating polys but when I do that it only exists in edit mode and disappears when I leave edit mode.

How to upload an image to a post

hello maybe share your file: https://pasteall.org/blend/


text:
Invalid audio strips with negative length
When I add audio strips, they are inverted and they don't play. They also are unable to move with the mouse or with the G button. This audio plays successfully if I open them not in Blender.
How can I solve this problem to add audio strips that will work?

It might be an issue with the compression (codec) used on the file. Convert the file to a .wav format and see what happens.

I work with mp3 files, they always have opened in a proper way.

I have just found one of my blender files in which audio add like it always was and now I work in this file, so this problem isn't critical for me. However, if I create a new blender project, there will be this problem.


text:
Fire+Smoke simulation won't refresh in Cycles
Smoke+fire animation won't update with edits, stuck on old version. It was updating correctly earlier. Now, no matter what changes I make or what I select or delete or reload or delete everything the old animation still plays in the 3D viewport. It's not baked.
The simulation is setup with a particle system as the flow source for fire + smoke and a smoke domain.
Could it be the cache or an artefact left in the animation editor? I'm out of ideas because I have little experience with the physics stuff. It could be cache related but unsure how to test.

No I haven't touched the cache settings (above). The I'll post all relevant settings if the cache turns out not to be the issue. Thanks.

Yep I hit Alt+A repeatedly. I've had to move to a new blend file. The simulation animations just keep playing with Alt+A even after removing the flow source. I've freed the bakes. The Domain has somehow kept the sim and I don't know how to clear it. Please take a look at the blend file.


text:
Double Compositing
In compositing I made a glowing eye effect but I want to use compositing to make another effect. If I do that it would mess up the first one. Is there any way for me to make two different effects so the glowing eyes wont have the same effect as the second effect but would still keep its old effect?
Ok hw about me explainng it like this. I have node a and node b with two objects which are using nodes.
I Want one object to be affected by node b and ignore node a. The other object will be affected by node a and ignore node b. How do i do that?

Of course there is, it wouldn't be much of a compositor if it could only do one effect per image now, would it?

One of your images is not there, would you [edit] the question and add it?


text:
Subsurf modifier not working. Is it because I booleaned or because of my tris?
I have this reference picture that I put into the side view of my project.
I used a cylinder and then booleaned the bottom part to make the cutout. Now my subsurf modifier doesn't work. What is going on here?

I tried insetting and extruding the bottom to see if that would fix anything but it didn't. Did the boolean mess up the subsurf or is it because I have some tris left over?

Here is the subsurf mod view:

Your bottom face is an N-gon, which may give unpredictable results. What you exactly mean by "not working"?

Its not dividing any surfaces. I can click to make more subdivisions in the view property but it has no effect. How would I go about making this a quad? @Carlo

The presence of tris or n-gons should have nothing to do with the fact that it's not showing any effect at all. Could you show your modifier panel? Did you check the Simplify options for the scene?

I added the modifier @Carlo

The modifier is hidden for the viewport. It's the eye icon next to the modifier's name. See https://docs.blender.org/manual/en/dev/modeling/modifiers/introduction.html for further info.

Argh. I don't even remember doing that. @Carlo

the solution is really easy. Look at your modifier panel. There is a camera symbol an next to it is a eye symbol. click on the eye and now you shoud be able to see the changes. the eye symbol means that you can see your modifiers in the viewport.


text:
Using GG to move an edge doesn't yield expected results
I created an edge loop so that I can add a groove vertically. Just like the horizontal groove. I want it to be a thiner groove so after creating the loop I pressed G > G to slide along the face. This was the result. I did notice when creating the loop I had to do it twice because the loop didn't go from the top of my model to the bottom. I'm sure that's where the problem is I just don't know how to fix it. How do I fix my faces or edges to go the same way?

I don't know how this fixed it but I deleted these quads circled in red. Then deleted the loop cut and redid a loop cut and it worked. Can you explain why?

"I did notice when creating the loop I had to do it twice because the loop didn't go from the top of my model to the bottom." <- That right there should be your warning sign. https://blender.stackexchange.com/questions/17870/loop-cut-wont-go-all-the-way-around

Looks like your normals are not all facing the same direction.

You had a face with three vertices and another face with five vertices. You changed the mesh so the faces all had four vertices which plays best with loop cuts and other tools in Blender.

How do you see that? They all look like quads to me. @Dontwalk

@Funlamb [img]https://i.imgur.com/jvDwkdQ.jpg[/img]

As @Dontwalk pointed out:

You had a face with three vertices and another face with five vertices. You changed the mesh so the faces all had four vertices which plays best with loop cuts and other tools in Blender.

I had a face overlapping another face and this cause my loop cut to not go all the through my model. Once i removed the extra face and redid my loop cut the problem was fixed.


text:
Bone roll different in Pose and Rest Positions
Nice to meet you, blender community!
I know this question was already more or less asked, but I can't quite understand how to fix my issue.
So I followed a YouTube tutorial in which I created an arms rig, but realized right before rigging the fingers that my axis were pointing in the wrong way. So I went to Edit mode, recalculated the roll, and now it's fine in both Edit Mode and Pose Mode // REST POSITION. Pose Position still has the wrong roll. I already have the FK and IK, and I thought unbinding the mesh, correcting the roll, and re-binding it would be fine, but apparently not :(
How can I fix this?

Roll is an edit-mode characteristic.  It doesn't really exist in pose mode.  If you're saying that your bones rotate in pose mode, that their axes point in different directions in pose than in edit, it's either because they've been rotated, or because you have constraints that are rotating them.  If it's constraints, then the solution depends on what those constraints are, and the quickest way to communicate them would be to share a file.

@Nathan that is, if the bones are rolling in pose mode but not in rest view or edit mode, that means they are posed that way: They don’t have a zeroed Y rotation pose.

Thanks for your quick answers, and sorry for my delay! What would be the best way for me to share a file @Nathan ? I'm not sure how to do it here.

Ideal host here is https://blend-exchange.com/ .

Thank you! this community is impressive :) here's he link


text:
Different parenting methods give different outcome
1st picture - no parenting

Properties Window > Relation > Parent (2nd picture) - everything makes sense to me: reference point changed, object properties of the child remain, so child configured its location accordingly and jumped to the right place

Ctrl + P - reference point changed, property of the parent changed the same way, child's object properties remain the same, but child didn't configure its location, didn't jump

My question is why and what's the difference?

I never noticed that when you go through the panel > Relations it would move the child, it should work as a Ctrl P imho

@Loodle For me is more natural to keep object at place in time of parenting (that's what Ctr+P does). Usually I have objects at position I want them to be before parenting. So, it is about expectations ... but I agree with moonboots, these two operators should match (or they should be renamed, so user can be noticed about different behaviour).  What is difference you can already to see - your first option in properties panel takes parent's object location as world origin for child's object. ... Hard to say is devs have some logic behind.

Try to check Blender's manual if there is some info

Blender manages a hidden matrix called Parent Inverse between hierarchically organized objects.
From the docs

Blender can assign a parent without moving the child object. This is achieved via a hidden matrix called the Parent Inverse matrix, which sits between the transform of the parent and the child.

and

When objects are parented with Ctrl-P, Parent Inverse matrix is updated.

The docs also contains an important note (emphasis mine):

When setting the parent via the Object Properties panel, the Parent Inverse matrix is always reset. This can cause an unexpected jump in the object’s position. To avoid this, use Ctrl-P to set the new parent.

In screenshot 1 i parented parent > child > grandchild with Ctrl+P (the grandchild is 3 units up from the child). One can see that the parent inverse matrices for parented objects are not the identity matrix. More specifically, they are the inverse of their parent's world matrix.

Screenshot 2: the same scene top view with Object Properties > Relations > Parent usage (the parented objects jumped around). Like in the docs described, all parent inverse matrices are the identity. Note that all the world matrices in the first screenshot equal the local matrices in the second.

In the first screenshot the objects stay visually in place when parenting with the help of the parent inverse correction. In the second screenshot, the global transforms of the objects (before parenting) just become the local transforms (no correction applied).
Note that both Ctrl+P options Object and Object (Keep Transform) do not reset the parent inverse matrix (thus they are still different actions than setting the parent through Object Properties > Relations > Parent), they differ only in whether the old parent transform  should be applied to the child before re-parented or not (The latter is more intuitive, it visually just changes the parent relationship, the former can also have "unexpected jumps" because the influence of the old parent is taken away from the child).
Side note: the Sidebar > Item > Transform shows for example for the grandchild always $5,1,3$ which in the first case looks like the world location and in the second like the local location, but its always showing grandchild.matrix_local @ grandchild.matrix_parent_inverse.inverted. The docs say:

The object’s origin location in local coordinates.

I guess that was hard to explain xD
TL;DR: When parenting, decide if you want to keep the visuals or just concatenate local transforms.

This is annoying me since I started with Blender, especially that the outliner does not offer to customize the standard parenting behaviour via Shift + Drag.
So I wrote a small plugin that does the following:

cache the parent of every object
listen for scene changes on selected objects
if the parent changes, apply matrices of old and new parent
finally clear the inverse parent matrix

Just install & activate via Preferences > Add-ons.
Not extensively tested though, so use with caution!

bl_info = {
    'name': 'Fuel Parenting Fix',
    'blender': (4, 0, 0),
    'category': 'Tools',
    'version': (0, 0, 2),
    'author': 'Paul Schlichter'
}

#--------------------------------------- IMPORTS

import bpy
from bpy.app.handlers import persistent
from mathutils import Matrix

#--------------------------------------- DATA HOLDERS

class FT_Parenting_Fix_Cache( bpy.types.PropertyGroup ):

    parent : bpy.props.PointerProperty( type = bpy.types.Object, name = "parent", description = "Cached Parent" )
    depth : bpy.props.IntProperty( default = 0, name = "depth", description = "Cached Hierarchy Depth" )

#--------------------------------------- METHODS

@persistent
def FT_Depsgraph_Post( *args ):

    # idea:
    # if the parent has changed apply matrix from last parent and inverse matrix from new parent

    for o in bpy.context.selected_objects:

        if o.FT_Parenting_Fix_Cache.parent != o.parent:

            #print( "\n", o.FT_Parenting_Fix_Cache.parent, " ---> ", o.parent, "\n" )

            mat = o.matrix_world
            old_parent_mat = Matrix.Identity(4)
            new_parent_mat = Matrix.Identity(4)

            # if there was a previous parent, store it's matrix

            if o.FT_Parenting_Fix_Cache.parent != None:
                old_parent_mat = o.FT_Parenting_Fix_Cache.parent.matrix_world.copy()

            # if there is a new parent, store the matrix_parent_inverse

            if o.parent != None:
                new_parent_mat = o.matrix_parent_inverse.copy()

            # apply transforms
            o.matrix_world = new_parent_mat @ old_parent_mat @ o.matrix_world
            o.matrix_parent_inverse = Matrix.Identity(4)
            o.FT_Parenting_Fix_Cache.parent = o.parent

#--------------------------------------- REGISTER

CLASSES = [
    FT_Parenting_Fix_Cache
]

PROPS = [
    ( 'FT_Parenting_Fix_Cache', bpy.props.PointerProperty( type = FT_Parenting_Fix_Cache ) )
]

def register():

    # classes

    for cl in CLASSES:
        bpy.utils.register_class(cl)

    # props

    for ( prop_name, prop_value ) in PROPS:
        setattr( bpy.types.Object, prop_name, prop_value )

    # add persistent depsgraph listener

    if not FT_Depsgraph_Post in bpy.app.handlers.depsgraph_update_post:
        bpy.app.handlers.depsgraph_update_post.append( FT_Depsgraph_Post )

    # success

    print( "\n" );
    print( "---------------------------- " + bl_info[ "name" ] )
    print( "---------------------------- Version " + str( bl_info[ "version" ] ) )
    print( "---------------------------- registered" )
    print( "\n" );

def unregister():

    # props

    for ( prop_name, prop_value ) in PROPS:
        delattr( bpy.types.Object, prop_name )

    # classes

    for cl in CLASSES:
        bpy.utils.unregister_class(cl)

    # remove depsgraph listener

    if FT_Depsgraph_Post in bpy.app.handlers.depsgraph_update_post:
        bpy.app.handlers.depsgraph_update_post.remove( FT_Depsgraph_Post )

    # success

    print( "\n" );
    print( "---------------------------- " + bl_info[ "name" ] )
    print( "---------------------------- Version " + str( bl_info[ "version" ] ) )
    print( "---------------------------- unregistered" )
    print( "\n" );

if __name__ == '__main__':
    register()

Ctrl+P should bring up a dialog.

The two most important options are "Object" and "Object (Keep Transform)". The former does the first described behaviour, re-anchors the object, and the latter does the second described behaviour, adjusts the object to keep the same position.

The first option does not perform the first described behaviour.


text:
How to calculate distances between vertices in Geometry nodes so that they remain at zero after
I want a moving object to affect the rotation of instances so that they rotate when the object gets closer but don't return to their original stance when the object has traversed, which is what happens if I use Geometry Proximity.

Look at this example:

In order to get tiles "remember" previous position, you have to use simulation zone.

I subtracted a new rotation from the current one and apply it only if it is positive. So that tiles will rotate only one way.

For getting proper distance, I need only location of the Empty, no need to use proximity node for that. (Maybe your setup requires proximity node, I don't know) After getting the distance between tile and Empty, I divide it by its scale, so that scale will change the effect.


text:
How to visually number meshes with geometry nodes?
I have 26 meshes for each letter of alphabet.
I want to put a number directly under each one of them.
How can I do it with geometry nodes?
Thanks.

You could use a simple setup in Geometry Nodes like so:

Notice the uneven positioning of numbers due to uneven Y coordinate of origins:

You could combat this, but I don't know if you even need, and if you want to support changing number of objects, or a large number of objects, look into this answer:
Geonode : Display instances scales as text

Thanks, it's very close!

Yeah, ideally I have to combat this unevenness, but I don't even understand how to copy your answer correctly, so this combat will be in future somewhere.

@Loodle I uploaded the .blend file so you can investigate everything, one thing you need to do is to create a collection (select your letters, then press M key). It's possible in your projects origins are more reasonably positioned (I have them all around because I've set the origin to centers of geometry).


text:
how do I fix this weird thing where my objects turn purple
so I did some stuff, and made a character. And then I had to go so I saved it and turned off my computer. The next day I woke up and then I opened the file and saw it looks like this

https://gyazo.com/19a4ad6cc6eea2a4e33aee761c5cf977

https://gyazo.com/852697c86ae713e8cab26d5fc404defd
I did not do anything to make it purple when I was saving it. I am using blender 2.77

HI. Please use the built-in image uploading feature here on StackExchange. See: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post

Pink means missing data (i.e. textures). See https://blender.stackexchange.com/questions/5368/why-are-all-the-textures-in-my-file-pink

Pink mesh mean that you're trying to load a texture that's missing. Check that textures have been loaded correctly and/or haven't been moved.


text:
Why does a rigid body with Convex Hull collision bounds not move in BGE?
I have an object whose physic is Rigid Body, and I set its collision bounds to Convex Hull (else it would collide with its own children) but now it doesn't move when I play, and doesn't even fall on the ground.
Movement is force applied to the object when I press the correct key (W, A, S, D or Space for jumping)
Rotation works fine though, I don't understand why this is happening.
An automatic turret that shoots "on sight" in the same scene is having the same problem
Edit:
Here is the .blend file.

The Collision Bounds describes the physics shape rather than the behavior. Physics Type (Rigid Body) describes the physics behavior, which sounds correct to me. I'm a bit confused why you physics object has children with enabled physics. That might be the source of your issues.

actually it collides with a projectile that is instantiated on click event and might collide with the object (some kind of tank) and that's not expected...

You add an projectile (rigid body I guess) and this one should not collide with the tank object? Isn't that the purpose of a projectile?

yes that's the point, but it collides on instantiation, with the parent tank, and that's not wanted

I suggest to emit the projectile outside of the tank e.g. shortly in front of the barrel. (You do not need to emulate real world physics).

that's what I did, though, the projectile is emitted by an empty... Adding blend file in the question

I'm thinking... I can give the projectile a Parent string property so that the tank recognizes it as its own projectile, and so won't do anything on collision

Enable Physics at your material.

Hints (outside of the question):

You named your objects and bricks - I like that. It was really helpful when looking at the scene.
The meshes have way too much faces for a game. They do not need that many for that little detail. I strongly suggest to remove the subsurf modifier(s). You can use smooth shading instead.
The floor creates projectiles. This was really distracting when analyzing your file. I would not expect a floor to behave this way. A separate object (e.g. called RandomProjectileSpawner) could do that job. You can add/remove it without loosing the scene's floor. You could even have more than one.
The dimensions of the projectile's physics shapes are way too large. They collide with the physics mesh of object Ship right after creation. I suggest to enable collision bounds at the physics tab on the projectiles. A box shape should be good enough.
Be aware the physics engine has problems with small travelling objects. It might happen that they do not collide with another face and suddenly are inside of an object, or that a collision does not get registered.

I hope it helps

thanks, totally works now! (though some shells go right through the crate now but it doesn't truly matter ^^)


text:
VSE: No proper Alpha Over for keyed video scene in front of background
I'm trying to insert a keyed video in front of a background in the Video Sequence Editor. The video is keyed in the compositor in a separate scene. Then I try to alpha over the scene in front of a background but it won't blend over properly.

It somehow can't handle the areas which aren't completely transparent. How can I fix that?
Here is the blender project: keying.zip
It's just an example though and I would like to use the same technique in projects without static background as well.
Thank you very much ;)

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

authors: диман соколов


text:
Blender Disabling Windows Aero?
So Lately everytime I open Blender (2.76) it stops my windows Aero and changes my theme back ?
Wondering if there is a solution to this problem
Its really hard to work with the basic theme
Using windows 7
Nviada GTX 980

Could you provide more info about your setup? OS, graphic card, etc. Try to update Blender to the newest version.

@LukeD Updated the question with more information, alos the newest version has the same problem

After doing some research on reddit and blender artists the problem seems to be with the lastest Nvida version
Which fits with the timeline of when blender started to mess up
Simple fix:

Roll back to version 368.81 or early to fix the problem

Hope this helps other people

I had the same issue. I created an account to say that the above fix worked with a similar PC build: using windows 7 and a 980. Rolled back to Nvidia 368.81 driver.
http://us.download.nvidia.com/Windows/368.81/368.81-desktop-win8-win7-winvista-64bit-international-whql.exe

Albeit this is more of an OS and a hardware question and the overall lack of information regarding your system, let's try it anyway.
Windows turns off Aero for two reasons. Either it "feels" that it could save system resources due to weak hardware or heavy load by turning it off or you are running Blender in compatibility mode.
Random Deactivation:
Windows Aero is a so-called compositing window manager and therefore relies on 3d acceleration itself. Random deactivation happens quite often when you are running games or Software that depends heavily on 3D acceleration, but sometimes it also happens randomly (e.g. Windows decides what's best for you).
One reason for this is the overall temperature of your system and mainly your GPU. It's a common problem during the summer months but it also might be a hardware-related problem (e.g. dust in the fan/heat sink, bad fan, defective fan, low fan speed due to bad user settings...).
Unfortunately there is no "magic switch" to prevent Windows from the fallback. All known registry settings solve this "problem" only temporarily. There are some tools that ease the process to reactivate Aero, like Aero Switcher, but I can't recommend any since I do not know which windows version you are running.
Compatibility Mode:
Right-click on your Blender Icon, select "Properties" (again - I don't know your windows version) and check the "Compatibility" Tab. There might be an option called "Deactivate visual Designs" or something similar.
If Blender runs in any other mode than the one that is native (your windows version), switch the settings to your windows version.

Yeah so I am not running it in any compatibility mode and already tryed messing with all the different opotions no luck

Try this:
Right click on the blender shortcut then select properties then go to compatibility and uncheck Disable desktop composition and unckeck Disable visual themes.
Hit apply and then ok.
Hope this helps.

Yeah already thried to do this that option is not avaiable on for blender

authors: Дима Попченков


text:
Wierd unwanted painted textures refusing to be deleted
I started painting the texture of a model I scanned using photos of the scanned man, using stencil brush.
After I finished painting the front face and the left side I started painting the right one, and then everything went wrong- everything got horrifically blue and no matter what I do I cant get the texture blank again, or atleast white!
help! what can I do to start texturing again from the start?
Thanks in advance to all helpers.

all previous textures are now deleted and nothing is changing

Well, deleting the texture in the material setup would be a good idea.

I deleted them all. added a photo of it in the post above. @metaphor_set

It's hard to tell. Could be a material, could also be something different... Consider uploading your file to http://blend-exchange.giantcowfilms.com/ and posting the given link in your question (klick "edit")

The image shows you deleted the texture brush, but not necessarily the texture material. Check those are all deleted or disabled. If you want to start on a blank image again, just add a new image in the UV window.
From your other image it looks like you are adding each image in a separate material which I assume you wish to use for texturing. You should rather have one material where you can add multiple texture slots - those textures once loaded can be used in the texture brushes. Make sure you save your new image and link it back to the new texture in material tab.


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How do I create a vertex group from selected vertices in edit Mode with Python (Blender 2.8)?
I want to create a small Script that works with any object, but I need to create a new Vertex group of the selected vertices with Python

import bpy

# Modeling
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region
{"use_normal_flip":False, "mirror":False}, TRANSFORM_OT_translate={"value":
(0, 0, 0.5), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0),
(0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False,
True), "mirror":False, "use_proportional_edit":False,
"proportional_edit_falloff":'SMOOTH', "proportional_size":1,
"use_proportional_connected":False, "use_proportional_projected":False,
"snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0),
"snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False,
"cursor_transform":False, "texture_space":False, "remove_on_cancel":False,
"release_confirm":False, "use_accurate":False})
bpy.ops.transform.edge_bevelweight(value=1)

# New Vertex group from selected vertex

bpy.ops.object.vertex_group_add()

bpy.ops.object.vertex_group_add()
https://docs.blender.org/api/current/bpy.types.VertexGroup.html

Could you please post code examples as text.

@AM Thank you, your help has helped me move forward, now what I don't know is: How could I change the name of the Vertex group?

@batFINGER I just added the code, How could I change the name of the Vertex group?

This is the better and simplified solution that I could do:
import bpy

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"use_normal_flip":False,
"mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, 0.5), "orient_type":'GLOBAL',
"orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL',
"constraint_axis":(False, False, True), "mirror":False, "use_proportional_edit":False,
"proportional_edit_falloff":'SMOOTH', "proportional_size":1,
"use_proportional_connected":False, "use_proportional_projected":False, "snap":False,
"snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0,
0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False,
"remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
bpy.ops.transform.edge_bevelweight(value=1)

# New Vertex group from selected vertices

bpy.context.object.vertex_groups.new(name='New_Vertex.000')
bpy.ops.object.vertex_group_assign()


text:
Origin to selected vertex for multiple meshes
I tried to create a script that allows for a selection of meshes, to make the selected vertex the origin of the mesh.
import bpy

bpy.ops.object.editmode_toggle()
bpy.ops.view3d.snap_cursor_to_selected()

bpy.ops.object.editmode_toggle()
bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')

this is what I did, but it's for a single instance and it doesn't work.
To better understand what I am trying to do, here is a visual representation.

I have a mesh that I split into several meshes and these meshes have the same origin as the original mesh.
I want to make the vertex I select for each mesh the new origin of the mesh.
What I can do manually is:

Select a mesh
Switch to edit mode
Cursor to selected
Switch back to object mode
Origin to 3D cursor

but it can be very long if I have a lot of meshes.
So I would like to create a script to do this, unfortunately I don't know enough about programming on blender.

you should apply the new origin to each of the selected objects. Get a list of the selected objects and apply the origin with a for loop.
This is a sample code:
C = bpy.context
O = bpy.ops

# get list of selected objects
objs = C.selected_objects

for obj in objs:
    # make current object as active
    C.view_layer.objects.active = obj
    # apply origin
    O.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')

The loop works but the cursor doesn't snap to the selected vertex location.
Thanks a lot for the help


text:
Is there Way to Cover Surface this Ways not Working Very well { Fill/Grid Fill/Beautify Faces } take match more time to solve

My Problem is Fill Around holes and used all ways but not Working as I wish , manual Editing take More time

Hello, you are trying to go from 2nd picture to 1st picture ?

Hello ,Its Just for Explain ,I made extrude To lines That imported From AutoCAD Drawing ,I found now Tool  But so slow in 3d view port During Rotation & Movement { remesh  } So magic Tool but So slow and it's not accuracy https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/remesh.html

Sorry I think the language barrier is a bit too thick to understand here... Could you add a screenshot or diagram with what you are trying to do, if only on a small area ?


text:
Removing black-ish tint in beveled area of clear glass
I can not seem to gt rid of the really annoying BLACK that always seems to show up in Blender Cycles when rendering glass. I've even used a transparent shader to NO avail.

See if it helps - http://blender.stackexchange.com/questions/2558/how-to-illuminate-the-darkness-inside-glass-objects-in-cycles. It could be not enough transparent bounces or not proper rendering of caustics

Thanks. I increased the transparency from 8 to 20 (both Min / Max) I increased bounces to 12 (both Min / Max) --absolutely no change. I inceased the IQR from 1.4 to to 2.0 nano change.

Here's a material fix that I applied that seemed to head toward what you were wanting. Same basic components, just re-arranged a little.

I think you can get your reflections back using a method something like this afterward:

If you want to get even more of the reflection back you can just keep the progression of your mix nodes, something like this:

My glass disappeas with those same settings...

Plus with your screen capture it seems to lose the reflection of the actual light source showing on the glass.

@Marc - I've just appended my answer to hopefully help you on this. It's going to be subjective, so play with the values until you are satisfied.

--Complex! But you nailed it. Now I have to try and understand it. I can't thank you enough. Someone should write a book just on nodes.


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How do I put a stencil-like texture across a sectioned object?
I have a rough wood board crate I want to apply (UV map) a stencil on, but only on one side of the face AND I want it to disappear in between the boards --just like the attached example image (created in Photoshop). Any suggestions?

UPDATE: Secondary Problem in attempting the 2nd answer below: Following the answer below I could duplicate the nodes as outlined to get the decal on the bars however it still wraps around the edge of the bars and does not show just on the one side as I want it too. What am I doing wrong? (Please note: there is a follow up to this in the 2nd answer below) As you can see I applied the answer / solution  on test bars until I can figure out how to move that to the main wood shelf object's middle section.

UPDATE 2: For a 3rd very good answer please refer to this link https://blender.stackexchange.com/a/45708/1853

Cycles Render
Note the clip setting in the image texture node.

Above image shows one mesh object with faces moved [off] UV Map.  Seams allow this movement.

Above image shows the red seam for the mesh in edit mode.  Accomplished with [Mark Seam]
Use Seams [mark seam] to UV map the crate. Those seams allow you to move faces around and [off] the map. The desired blank faces will have their own seams and can be moved [off] the UV Map.
Use the default UV Map as the mapping method and use [clip] setting in the Cycles Material Texture Node.  The texture will not appear for faces moved off the UV Map.
Blender Render
Texture panel also has the same feature

Gosh,. this one seems much easier. But I'm still stuck on a couple points. when marking seams and uv unwrapping it I had to make the map all wonky to get it to even start looking right. Plus when I render it the transparent part of the png file turns black. But I can see it in material view. See what I mean here: http://www.aworkofmarc.com/1/blender/Untitled-5.jpg

You can easily rotate the texture in your favorite image editor.    That may be Blender or GIMP.  With practice, image rotation will  be 55 seconds for you.  Same with Mark Seams. You can have 4 rotations in a single texture or multiple textures. You need not rotate the crate slats for the UV.  If you want to make life more difficult you can rotate the texture in the nodes.  It seems you are ready to move on to the next challenge.

This can be done quite easily actually in the Cycles render engine with an empty and by using Object texture coordinates.
First create an empty and position it where you would like the decal to be placed on your object.

Now setup the following material nodes for the bars.

Make sure Min and Max are checked on the Mapping node, this clamps the edges of the texture so that it doesn't repeat infinitely.
Instead of the two diffuse shaders you can use whatever materials you would like for the plain bars and the stenciled text.  The bottom diffuse shader is for the text, the top diffuse shader is for the bars.
This leaves one problem however: since the texture is infinitely thick along the Z-axis the texture will be stretched across the inside edges of the bars undesirably.  To fix this amend the above node setup with some math nodes as follows.

The added nodes use a Less Than Math node to to test if the absolute value of the Z component of the mapping coordinates is within a certain range (in this case I am using threshold of 0.03).  The multiply node works like a logical AND between this test and the alpha channel of the decal texture.

@Marc  An empty is just an unrendered object which represents a point in space.  Add one with [Shift]+[A] > Empty.

Please see the above update to my original post. I was able to duplicate this solution. Thank you PGmath!  However one small glitch is that it still wraps around an edge and i can't figure what i did wrong :/

@Marc  Oops, I forgot to add that part to the answer.  Basically you have to test the z-component of the object coords. to make sure it is in range.

Don't you mean in the mapping node? I see no Zs in my Texture Co-orids. But in mapping mode there's a Z co-orid under each section. Which section? Cause in testing every Z in Mapping I got no improvement

@Marc I'm working on an edit.  You have to separate the z component of the mapping coordinates and test it with some math nodes.

@Marc  OK, I've added the required nodes.  Let me know if it needs further explanation.

I'm confused.. I can't find 'Absolute, Less Than and the Multiply' nodes. At least in my Blender by doing Shift+A Add. I can't even find them typing in the search bar. : /

@Marc  They're all Math nodes.

@Marc  The absolute node has been [Ctrl]+[H]'ed to hide the unused socket to make it look better.

First of all, add the second UV Map by clicking the highlighted tab in the properties bar. Then click the plus and name it 'Test' (or whatever you want). Make sure you have that new UV Map selected, and then simply go into edit mode and unwrap the the model again without affecting your wood texture.
What you will need to do is select only the faces at the front where you want the text to appear, then scale and rotate them accordingly. Then, select the inverse in the viewport and in the UV view scale them down till they are barely visible and put them in a bit of empty space.
Finally, create a node setup like the one shown in the image, that combines the two UV maps and textures. The UV Map node will be found in the 'In put' list.
You may find the rest of the model has already been unwrapped too so you just need to 'put them out of the way'. Invert your selection in the 3D viewport, and you'll see lots of other faces in the UV editor. Scale them down and just put them somewhere on the alpha, and it should be fine.
Credit to Colin Wood @ CJW Multimedia for this answer


text:
What's the best way to model organic shapes?
For eg: I have this sandal I'm trying to get the edges to curl upward slightly as well as the whole toe (as seen in the insert). Try as I have over and over -- trying to deform the mesh shape using proportional editing is just not cutting it!
Any suggestions?

The current topology cannot benefit that. The basic workflow and recommended topology would be:

Create the base mesh for the sole.
Add a Subdivide Surface modifier, then apply.
Add another Subdivide Surface modifier. Tweak mesh shape with Proportional Editing.
Build the straps with operations such as Extrude, Bridge and Loop Cut.
Build other details, such as thickness.
Finally refine the shape.

Example file:

This is absolutely BRILLIANT! Thank you Leon!

I will model this today... Q: Can I section parts of this to add a bump map?

Yes, but no need to separate the mesh. You can select that part then apply a new material with a new texture with a new UV. :)

Damn This one is too good! i got a blenderfreeze!


text:
Sections of 'Glass' object show black when in front of PNG
You can see by the attached image that my sections of 'Glass' shelf object show black when in front of PNG, and fine when not in frot of the graphic. Any ideas? Suggestions?

Is it possible you could upload your .blend?

This is because your bottle material is black to everything except the camera:

Long story short, when you see the material through the glass you see it as the glass "sees" it; i.e. 0 strength emission (black).
See the manual for more information about ray types.
If what you want to do is prevent the material from illuminating the diffuse floor, then instead you could make the material black only to diffuse rays:

Unrelated, but you also seem to have a couple extra bottle objects occupying the same space. Not sure if that was intentional or not.

Can you please upload the blend file so I can deconstruct and understand better? Unrelated: I forgot to delete the unused extra bottle objects ---sorry if it made things more confusing)

Should your initial comment of "This is because your bottle material is back to everything except the camera" --- actually read BLACK not BACK?

@Marc Ah, yes my bad. Good catch :)


text:
Nurb Interface Tool question - lost my way
When I add a Nurbs curve now I get the wrong icon and no hairy catapillar. Whaa, What did I do?


text:
Render only has gray textures
The "rendered" viewport in the editor shows my model just fine.
But once I actually render it it doesnt render the materials with it, instead everything has a gray texture.
It doesnt render any lighting either.

I am using the cycles renderer.
Here are the nodes:

Those are for lighting. The render looks the same with them enabled.

Is the output section in the render panel set to "rgb" or "bw" ?

Its set to rgba

I did it exactly like the link says

Heres the link to my .blend file: https://ufile.io/wnc3z

You have a material override set in your Scene>Layer panel. (Where it says 'Material'). Hit the cross in there to deactivate it.

EDIT:
Newer versions of blender don't use layers, but "collections" so the override function is in the scene>View Layer section.

Additional info:
Where is the Layers panel in Blender 2.8?
2.8 - Is it possible to assign (override) a material to a whole collection?


text:
Blender - Flamenco local server setup
I am in a process of installing a local Blender Flamenco server on Debian Stretch. So I first downloaded all the source files for key components:

Flamenco: https://developer.blender.org/diffusion/F/repository/master/
Pillar: https://developer.blender.org/source/pillar/repository/master/
Pillar Python SDK: https://developer.blender.org/source/pillar-python-sdk/

I did this using GIT which I first installed using sudo apt install git and then:
git clone git://git.blender.org/flamenco.git
git clone git://git.blender.org/pillar.git
git clone git://git.blender.org/pillar-python-sdk.git

Then I opened the top directory of the Flamenco using cd flamenco and I opened the README.md file which states that in order to install Flamenco you have to pass these five steps:

Install requirements with pip install -r requirements-dev.txt
Install Flamenco Server locally with pip install -e .
Add Flamenco as Pillar extension to our project
Give a user 'subscriber' or 'demo' role to obtain flamenco-use capability, or set up your own mapping from role to flamenco-use and flamenco-view capabilities
Run ./gulp

So I first executed pip install -r requirements-dev.txt which failed when trying to install mypy component. It failed because pip uses python2 which is softlinked to python2.7 on Debian Stretch, but mypy needs python3 which is softlinked to python 3.5 on Debian Stretch. So I had to execute this using pip3 instead of pip:
pip3 install -r requirements-dev.txt

This resulted in an error:
current_app: 'PillarServer' = LocalProxy(_get_current_app)
           ^
SyntaxError: invalid syntax

I solved this error with a help of experts on Stack overflow (topic) where they told me that syntax used is actually Python 3.6, so I installed Python 3.6 from GIT Hub (here) using commands:
wget https://github.com/chriskuehl/python3.6-debian-stretch/releases/download/v3.6.3-1-deb9u1/{python3.6_3.6.3-1.deb9u1_amd64,python3.6-minimal_3.6.3-1.deb9u1_amd64,python3.6-dev_3.6.3-1.deb9u1_amd64,libpython3.6_3.6.3-1.deb9u1_amd64,libpython3.6-minimal_3.6.3-1.deb9u1_amd64,libpython3.6-stdlib_3.6.3-1.deb9u1_amd64,libpython3.6-dev_3.6.3-1.deb9u1_amd64}.deb
sudo dpkg -i *.deb

In order for this to work I had to delete the softlink /usr/bin/python3 which was pointing to python 3.5 and create a new softlink /usr/bin/python3 pointing to Python 3.6:
sudo rm /usr/bin/python3
sudo ln -s /usr/bin/python3.6 /usr/bin/python3

And then I again used command pip3 install -r requirements-dev.txt which worked. The installation of dependancies succeeded so first point of the procedure was done. Next point was to execute pip install -e . (still inside flamenco directory) but I rather used:
pip3 install -e .

And this worked as well. But now I am stuck! Third point is totally indescriptive. So how in the whole universe I should know what these next steps mean:

Add Flamenco as Pillar extension to our project
Give a user 'subscriber' or 'demo' role to obtain flamenco-use capability, or set up your own  mapping from role to flamenco-use and flamenco-view capabilities
Run ./gulp

Well gulp is inside flamenco directory but I can't figure out the two steps preceeding it. Any help from Blender community would be welcome.

Oh man, I've been through this pain myself in the last week. I was able to get Flamenco up and running but I'm afraid I have zero help when it comes to the issues you're having with permissions.
The first thing is - everything is Python 3. Everything. I configured mine on CentOS 7. This script gets me pretty close to having everything working:
The basic gist is:

Install a LOT of pre-requisites, a lot of which you won't find out until you actually go to compile something. In the case of CentOS/RedHat:

git2u unzip gcc npm openssl openssl-devel libffi-devel python36u python36u-pip python36u-devel libffi-devel python-pip

Install docker and run docker images for Mongo, RabbitMQ and Redis
Check out ALL the components (pillar sdk, piller, blender-cloud, flamenco, a bunch of other things)
From within the blender-cloud repo:

Create a virtualenv for Python that points to a Python 3 runtime
Run the pip install
Run ./gulp (you need to have NPM installed, which is one of the prerequisites)

The documentation on https://pillarframework.org/development/install/ is out of date. You do not need to do the steps for urler
My CentOS script for doing this is below (do not invoke the script as sudo, it will elevate itself when required):
sudo yum install -y https://centos7.iuscommunity.org/ius-release.rpm
sudo yum install -y epel-release
sudo yum install -y open-vm-tools yum-utils net-tools nano git2u unzip gcc npm screen openssl openssl-devel libffi-devel python36u python36u-pip python36u-devel libffi-devel python-pip

sudo yum-config-manager --add-repo https://download.docker.com/linux/centos/docker-ce.repo
sudo yum install -y docker-ce

sudo systemctl enable docker
sudo systemctl start docker

sudo systemctl stop firewalld
sudo systemctl disable firewalld

sudo docker run -d -v /data/db:/data/db -p 27017:27017 --name mongo mongo
sudo docker run -d -p 6379:6379 --name redis redis
sudo docker run -d -p 5672:5672 --name rabbit rabbitmq

sudo mkdir /data/storage
sudo chown -R markness:markness /data

mkdir ~/data
cd ~/data

git clone http://git.blender.org/pillar-python-sdk.git
git clone http://git.blender.org/pillar.git
git clone http://git.blender.org/attract.git
git clone http://git.blender.org/flamenco.git
git clone http://git.blender.org/pillar-svnman.git
git clone http://git.blender.org/blender-cloud.git

sudo pip install --upgrade pip
sudo pip install virtualenvwrapper

sudo pip3.6 install --upgrade pip

echo "export WORKON_HOME=$HOME/.virtualenvs" >> ~/.bashrc
echo "export PROJECT_HOME=$HOME/Devel" >> ~/.bashrc
echo "source /usr/bin/virtualenvwrapper.sh" >> ~/.bashrc

source ~/.bashrc

cd ~/data/blender-cloud
mkvirtualenv blender-cloud -p python3.6

pip install -r requirements-dev.txt
./gulp all

It probably won't get you completely on track, but I hope it helps.

Flamenco is an extension for the Pillar framework. To run it, you need to have an application definition that loads Pillar and all the extensions you want to use. Flamenco comes with its own runserver.py, which does exactly that.
Giving roles can be done by a user with admin role on the /u/ endpoint. You set up your first admin user when you initialise the database with manage.py setupdb. Alternatively, use a MongoDB client to directly edit a user in the database and give them the roles (roles are just strings).


text:
Shading problems,tris mesh with black marks
in Blender I tried to do this low poly beretta that I triangulated and applied normal, roughness albedo and specular maps but in some points I get those black shades.
may it be because of an unclean construction process?
I beveled it and perhaps it was the cause but I really don't know
here the pictures I made
Renders:

Topology screenshots:

Looks like Shade Smooth is on. If that is the case, try switching the shading to Flat (Object Mode > Right Click > Shade Flat), or turn Autosmooth on (Object Data Panel > Autosmooth).

i forgot to say that i'm using edge split... that was the problem, the angle value was too high. you helped me understand though so thanks!


text:
blender takes too long to transition between edit and object mode
I have made a funky cube with displace modifier with around 100 000 vertices, and blender suddenly takes around a minute or more just to change between edit and object mode, when saving, or going back(Ctrl + Z).
Screenshot of the object:

I noticed that when this freeze happens, my pc only uses 1 core of the processor to the fullest, and not the rest(16 cores).
i have
AMD Ryzen 2700,
16gb ram,
AMD Radeon R9
Is there any way to make it faster?

modifier stack? not sure what you mean, but i have already applied the displace and only have a bevel modifier active

Modifier stack is where modifiers added to the object are shown until they are applied. Several modifiers can cause long response of Blender in some cases especially if object has several thousands faces and modifier generates more or edits them like Shrinkwrap. Anyway the question would benefit from several screenshots of the object and shown Properties editor with modifiers

Use the edit link to add screenshots.

Include screenshots in the question body please. Likely it's due to modifier in the stack which is calculated each time you travel between interaction modes. Although from your screenshot it looks like you enabled Mesh Analysis (Edit mode > Properties shelf > Mesh Analysis rollout). It is running checks of the mesh which you might not need so try to disable it.

After i applied the bevel modifier everything went to normal, and i had not Mesh Analysis enabled. Thanks

As well as i know thw answer is 'no' . for the moment (3.5) in one object blender cant handle geometry after the treshold of 80 000-100 000 faces. This is a terminal problem of blender, maybe in future relesases they will do something about editmode performance beyond 100 000 face per objects. For this reason lot of people is seperating the geometry into smaller objects to work with in the edit mode. This is not a solution of course but right now this is the only solution. Maybe a very top computer with cpu ryzen 9 7950 could work a little  faster, but it is not a hardwar ware problem.


text:
How to make duplicated object be colored independently?
I have a blender object. I applied a diffuse color to the object. Then I duplicated it. Now I want to apply a different color to the duplicated object, however, the original object also changed to the new color.
How can I make the two objects have different colors?

You will need to add a new material (you duplicated the object but you didn't make a different material).
Click the number next to the material name to make a single user copy.

authors: Андрей Ермилов


text:
Any methods to show wires in texture paint WHILE face selection masking is enabled?
Strangely, wires are not drawn on the masked selection (yes, the very selection you've masked off and are trying to paint).  Does anyone have a reasonable workaround for this behavior?
Edit mode: faces selected to mask.  "Wire" and "Draw all edges" checked:

Texture paint mode: Face selection masking disabled:

Texture paint mode: Face selection masking enabled (wires are not drawn on the masked faces):

Could you show some screenshots of what you have and maybe where you want to see the wire? Maybe try exporting UV layout and overlaying it on the mesh as additional texture (it's more like workaround of course)

post updated with images

This is indeed present behaviour, the wireframe won't be shown on the selected faces with Face selection masking enabled. I didn't ever find any workaround for that, although in general situations it wasn't really needed.

I have used this technique for a long time now. Make a square texture with a colored border, I make mine with transparent center square and a blue outer rim. On the object to be painted, assign a new uv map and unwrap it, reset it so that it is all faces overlapped as a square. set the texture to use this second uv map, and set the main texture as the active painting slot. I set the square texture to 'Multiply' instead of Mix, and I use GLSL to make sure I see the effect of the texture over the main color texture. I am including a screen shot to show that the texture simulates the wireframe you want and works while you are using face selection masking.Here is the texture

Awesome, I'll give this a whirl!  Thanks!


text:
Shortcut to Rotate 60 degree via Script
I have an object that's a hexagon tile and for quick editing I am trying to make a shortcut key to rotate the object 60 degrees along the z axis, direction doesn't matter.
Could someone show me a python script?  Greatly Appreciated
Like below, only +60 degrees, not set to 60 degrees
import math
bpy.context.active_object.rotation_euler[0] = math.radians(60)

bpy.context.active_object.rotation_euler[0] += math.radians(60) ?

maybe you should tell us why you need to rotate so often something to 60 degrees. Sounds like there should be other ways than creating a shortcut for that because i think it's an overkill....

Shortcuts, of course, are set up in the keymap in Preferences. Creating a short cut requires an operator: typing the shortcut key invokes the operator.  In this instance, there isn't a specific operator so you have to create your own.
Here's one example operator.
import bpy
from bpy.types import Operator
from math import radians

class TLA_OT_rotate60(Operator):
    bl_idname='rotate.rotate60'
    bl_label='rotate 60 degrees'

    @classmethod
    def poll(cls, context):
        return context.object is not None and context.object.mode == 'OBJECT'

    def execute(self, context):
        bpy.ops.transform.rotate(value=radians(60))
        return {'FINISHED'}

bpy.utils.register_class(TLA_OT_rotate60)

Paste this script into the blender text editor and run it to register your new class.  Then you can edit preferences and add a new keymap entry assigning the key of your choice to rotate.rotate60.
Aside: If you didn't know how to code the command you wanted to execute, you could go to the Scripting workspace and execute that command by hand.  (In this case, the shortcut (RZ60Enter) and look at the output shown in the Info window (bpy.ops.transform.rotate(value=1.0472, orient_axis='Z', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False))  Next look up the command (bpy.ops.transform.rotate) in the manual and figure out the exact argument you want.


text:
How do you go about texture painting models with LODs?
I'm trying to texture paint some models with LODs. These will be game assets so I also have to atlas them. Should I atlas all LOD_0s and then match UVs of the rest of LODs to this texture paint or do I have to make a texture for every set of LODs separately?

Separate textures are not required. Textures typically use mip-mapping, which generates all necessary texture sizes. Adding textures doubles this information.


text:
Shader smoothing
I have 1 mesh. I assigned 3 materials to different part of geometry in that mesh by going to Edit mode, selecting some faces and assign material.
Problem: I wanted to smooth shader, but I noticed that only one material looks smoothed. How can I do this? Please, see the screenshot.
Thanks.

Isn't that a texture?

https://blender.stackexchange.com/questions/133739/cycles-gradient-between-two-materials https://blender.stackexchange.com/questions/10453/how-can-you-smooth-the-edge-between-two-materials https://blender.stackexchange.com/questions/49914/smooth-transition-between-two-materials

Thanks. I did it


text:
How to merge stepped topography layers to single solid mesh
I created a stepped topography model using this tutorial.

The different layers of my model consist of closed slices of the same height. The slices of the planes partially touch each other at the upper or lower surface.

How can I combine the mesh of the model so that it is only a closed mesh, without inner faces? So I want to have a single, completely closed volume.


text:
Flat surface shading artifacts
To make a terrain surface into a volume, I used the instructions in this post. Unfortunately, the extruded side walls and the bottom face are getting strange shading errors.

Can anyone explain to me how these occur and how I can fix them?

Go to the Object Data Properties (the green triangular symbol) and under Geometry Data click Clear Custom Split Normals Data.

I have to admit I don't actually know how or when those "custom normals data" were created, but I experienced this from time to time, too. Maybe someone else can give an explanation on the circumstances.

One possible source (though I haven't checked to see if it seems likely in this specific case) is using the Harden Normals option when running a bevel.  That creates the split normals data.  A weighted normal modifier that has been applied will also do this, as will just about anything else that edits the normals (there's a plugin somewhere that lets you paint them with a brush, and presumably various other ways).  Those are the most common sources I can think of.  A new weighted normal modifier can sometimes be the best way to fix it, if it looks bad after deleting the custom normals.

@Ben Oh, thanks for the information. I guess the Harden Normals option is most of the times the cause whenever I get this in my work.


text:
weight value has no effect
I'm trying to put different weights on some places but no matter how much value I set, it always appears like it's on 100% influence. is this a bug? is there a way for me to fix this?

the bones have already moved here, as you can see the ears are clipping through the head, which is why I need the different weights but it has no effect.
I'm using blender 2.79

Hello could you please share your file so that we understand better?

@moonboots hi, not sure how to put a file here but here's the file in Gdrive https://drive.google.com/file/d/1FVHAbOoiY-NQwjziT5bbyCk-g82BbEyb/view?usp=sharing

Ok I was not sure about my first answer but I think that it answers after all

If these vertices are not part of any other vertex group, and even if the weight of your current vertex group is only 0.1, the influence of your bone on these vertices will be 100%. The vertices need to be part of at least one other vertex group if you want the influence to be shared. If a vertex is part of 2 vertex groups, with a weight of 1 in one vertex group, and a weight of 0.1 in a second, the influence of the first vertex group will be 10 times higher.