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Is it possible to weight paint with a deformation from edit mode?
I have tried and tried and tried to weight paint from automatic weights and the like and I can't make the mesh deform the way I want it to for the life of me. It always seems like the character's knees in my model clip through the skirt. The skirt never seems to move far enough like there isn't enough strength from the weight paint. Now I'm wondering if there is a way to make the mesh deform a certain way based on the view in edit mode. Like say I rotate the thigh bone about 30 degrees and then go into edit mode and deform the mesh the way I want it to and then have the weight paint deform the mesh exactly as it appears in edit mode. And of course if the bone is back to its regular position the mesh would look normal again. Is this possible?

Pressing 'Normalize All' when in weight paint mode appears to have resolved my issue. the mesh of the skirt now seems to move far enough to avoid clipping issues

Make sure you are in vertex select mode when you normalize - and that all vertexes are selected


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How to highlight selected Faces in Texture Paint?
Is there a way the left panel can highlight the selected faces on the right just so I can track where I am paint? Switching ack and forth between UV Editor and Texture Paint doesn't do it either.

weird because in the Image Editor, by default you only see the faces you've selected in the 3D view... maybe share your file? (or a part of it) https://pasteall.org/blend/

I am unable to upload the file into your link. Here's the file anyway. https://mega.nz/file/MgxlgYoI#qyc0CpanKAiSckvphFP_Eead9EUyk1-lwOZsARKDa3I

In the UV Editor, disable the Sync UV option:

And in the Image Editor, enable the View > Display Texture Paint UVs option:

Ah ok... thank you! :)

source: Stack Exchange

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

sort: votes


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How to UV Unwrap a complex shape?
I need some help. My Tommy gun is very very intricate, and I've never really textured before - and the tutorials I follow are very confusing for me.
Can someone help me step by step?

Oh and, as an addendum, can someone tell me how to turn off the transparent view in edit mode? It's making me see past where I want to click.

Hi, please only ask one question at a time. You are welcome to ask as many separate questions as you need as separate posts. Also, please be specific in what aspect of the unwrapping you are having trouble with. At the moment it is a very broad question which is less suited to this site.

Well, my unwraps are very messy and hard to understand (using smart UV unwrap). What's a better way to do this then?

Possible duplicate of https://blender.stackexchange.com/questions/71235/unwrapping-a-gun

Do you want to paint the UV Map associated texture directly .... or paint the 3D object? If you are painting a texture on a 3D Mesh object within Blender, it may not be 100% necessary to understand every detail of the UV Map.  If you are using a non Blender tool please state so.  I can often work with a casual glance at the UV Map.  It might be more important to understand color painting techniques on a 3D Object.  The level of detail and closeup can also affect your question.

You wrote ... Can someone help me step by step? This is reminiscent of a tutorial request.  Tutorial requests are not the emphasis of this site.  Perhaps watching and working with the tutorials you have seen already 5 more times will remove the stated confusion.  It would be more interesting for you question to state ... I have created a texture multiple times and I still have this particular defect [x], which is shown in the image.

There is a great tutorial on this by Blender Guru modeling an anvil. Here is the link. https://www.blenderguru.com/tutorials/2018/1/17/creating-an-anvil-full-series. Part 5 is a very good video explaining the whys. He does talk about painting and the smart uv unwrap and suggest his method which I like because it is strategic in nature. Take a look at it.

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


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Animation Nodes: Wait x seconds, output 0, then output random number (for input to object instancer)
I've been trying to figure this out for a while, but I'm kind of stuck. I have an Object Instancer that duplicates an object a random number of times (between 5 and 30)
I want to have this number to stay constant for x amount of time before resetting (0) and then chooses a new random number.
I've gotten as far as to have the number of instances change every x frames (see attached Tree Node), but I can't figure out how to make it go to 0 before picking a new number.
Any help would be greatly appreciated.

Have you give a look to Add/Animation then TimeInfo, Delay, Repeat?

yes I tried messing around with that, but didn't get it to do what I wanted to.

You can multiply the output of the Random Number Node with a value that is one for all frames except those that are multiple of $x$. We can detect if a value is a multiple of $x$ using modulo as follows:

Th result of the previous node tree is as follows:

The number of objects briefly goes to zero and change into a random number every 10 frames.

Hi Omar, thank you for your answer.
I'm not sure I understand how to implement this to achieve what I wanted. I want to generate a random number for the object instancer, this number to stay constant for x amount of time, then briefly go to 0 before generating a new random number that stays constant for x amount of time and so on.
Could you show me in this example blender file? https://www.dropbox.com/s/am0pg7767m3hpsy/clone_test.blend?dl=0

@oyztein, you can store information in an additional (hidden) object, for instance in its vertices. From that I think you can easily control when the value is to be changed depending on the current frame.

@oyztein I added a full example in my answer. Is it more clear now?

@OmarAhmad Yes I got it now, thank you so much!

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


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Increase brightness of HDR to light the scene, but keeping the background at a lower exposure
I have a scene in which I am using an HDRI texture as a light source.  However, I am also trying to use it as a background, but when I turn up the strength of the sky it just turns white.  I am looking for a way to render the sky again(at a lower exposure) and then composite the sky under the rendered object.

Related https://blender.stackexchange.com/questions/58272/making-an-emission-shader-emit-a-different-colour-of-light-than-the-colour-assig and https://blender.stackexchange.com/questions/53359/how-do-you-make-an-image-emission-without-washing-out-the-image

If I layout the HDRI onto a sphere I can use https://blender.stackexchange.com/questions/58272/making-an-emission-shader-emit-a-different-colour-of-light-than-the-colour-assig to determine if the camera ray is hitting it.  Thanks a lot!

You can simply use the light path node directly in your world shader tree

That works too, now I don't have to have a giant sphere in my scene.

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


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How do I get the length of a curve in blender?
So I want to move an object along a curve exactly once.  In order to do that I am using the curve modifier along the x-axis and I am going to animate the object.   Is there any way to find the length of the curve(how much I need to move the object) so that the animation will be seamless?

Curve modifier is generally used for deformation purposes, not animation. If you want to move an object along a curve you should probably use either a Path Constraint or Parent to Follow Path

It still does the exact same thing

Still the same as???  Can you elaborate on your animation with a diagram or sample file? Calculating the curve length has been covered here  Another way to estimate curve length  is to use a small single edge mesh with arrray mod set to fit curve, and look at the object dimensions.  @DuarteFarrajotaRamos  Old but good example of using curve modifier to drive a car rig along curve Roubal 2009


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Cannot find way to make leaves seem to grow (sapling add-on)
I need help! I am making a blender project where a tree grows. The trunk and  branches are working seamlessly (thanks to the bevel option), but I cannot find a way to make the leaves look like they are growing. So far, I have tried adding a transparency BSDF to make the leaves fade in, but I end up with weird black splotches while the leaves are supposed to be invisible:

This is the node web I used:
The green section is the part that controls the look of the leaves, the blue part is the part that controls the transparency, and the pink part is the part I have keyframed.
If anybody can help me fix these splotches, or preferably even show me a better way of making the leaves appear, I will be very grateful!!!
Thanks in advance,
Imaginate

SOLVED: I changed the leaves' pivot point to individual origins, and keyframed the scale.

Note that pivot point is a point around which all objects in the Blender scenes are being operated, not just particular one.

Make the leaves into a mesh. Then apply a shape key.
Apply a second one. Go into edit mode and smoothe the leaves until each one is so small you can’t see them
After that you can go out of edit mode and drag the bar below the shape key up and down it looks kike the leaves are growing back and forth
You can apply key frames to this to achieve a “ growing” effect


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Armature Not Deforming Mesh
There are about 102 questions about the armature not deforming the mesh, and I have tried every single one of them. And It's still. Not. Working.
I have utterly no clues as to why the armature isn't deforming the mesh (I've included the file, so you all can play around with it), and the entire mesh has a series of vertex groups - of which all of the bone names match.
I am honestly so confused. The only bone I can get to deform anything at the shoulder.l and shoulder.r. Absolutely nothing else.
If anyone could help, that'd be greatly appreciated!
Here's the link!

Hi Misha welcome to Blender SE.  There's two things preventing seeing the deformations in your armature:

You have the manipulator set to 'Manipulate Centre Points' (see picture below).  That will prevent any rotations from happening in a chain of parented bones, who's pivots are all dependent on their parents' tails.  Uncheck this box:

Your armature modifier settings have all their deformations based on the Abdoman bone.  This means the Abdoman's vertex influences are determining the deformation of the entire model.  I suspect you don't actually want this, unless your gearing up for a more complicated modifier stack.  Just hit the 'X' next to the Abdoman bone to clear that out.

After that you should see that your model now deforms the way you intended.   Happy Blender-ing!

Yes, what he said. Plus the hand bones dont have bone weights assigned yet


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Bumpmap from grayscale in 2.8
I purchased a model with source Blender files from TurboSquid and am attempting to make some changes to the textures. The .blend file uses the Cycles renderer, and the mesh has a "Principled BSDF" material with Base Color texture and Normal Map texture.
The normal map uses a color normal map file. I am trying to replace this with a grayscale bump map which I find easier to edit. Using the internal renderer in Blender 2.79 and earlier, I would add an Image texture slot, select the grayscale image, check the "Normal" influence box, and check the "RGB to intensity" checkbox to make the grayscale image suitable as a bump map.
In Blender 2.8 using Cycles and Principled BSDF, there doesn't seem to be an equivalent to the "RGB to intensity" checkbox. I can't figure out any way to achieve this. Additionally, the Principled BSDF seems to only be editable in the Properties editor, and I can't figure out any way to convert it to nodes (the "Use Nodes" button isn't showing).
How can I use a grayscale bump map instead of a color bump map in 2.8?

Whoops! Turns out the material was already using nodes, I was just looking in the wrong place. I'd been looking for the material nodes in the "Texture Node Editor" view, but where they were actually located was in the "Shader Editor" view. From there, I was able to follow the instructions from the first answer to this question: Bump Map applique in Blender 2.8?


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Switching between UV maps on a single object
I have looked everywhere and cannot find the answer to my question:
Let's say I have a sofa, and I want multiple textures on the entire mesh (not separate faces, but the whole mesh). I then want to switch between these textures (e.g. switch from a red sofa to a black sofa)
How can I do this?
I have made multiple materials, and multiple UV maps for the object. Yet I can't figure out how to assign a specific material to a specific UV map, and then switch between them to change the colour of the object.
Editing anything on one UV map changes the placement and texture on the other UV maps for the object.
Any help is appreciated!

You can create up to 8 UV maps and switch between them in Properties editor > Object Data tab. However in order to change black sofa to red sofa you shouldn't do that; switching between materials (and hence textures assigned to them) is possible only by assigning that material from list.

Thanks for the reply!
So how can I map these textures differently to the same object?
I usually would go inside the UV image editor and move around/ enlarge or shrink the mapped mesh to change how the texture looks on the object.
But doing this changes how all the other materials that I've applied to the same faces. It makes sense that it does this, but I'd like a way around to map each texture differently to the same object faces, so that when I switch between them, they're all still mapped in the ways I want them mapped.

You can assign textures to use specific UV maps, not materials. A mesh face can have one material, one material can have multiple textures, and a texture can use a specific UV map.

I find it's easiest to do this in Blender Render. (Green oval).
You only need one material and one texture, but a UV map for each couch pattern. Here I have 3 couch patterns so I'm using 3 UV maps. (Magenta circles).
Unwrap the couch for each pattern. For the red, I've used project from view. You can then scale and manipulate the mesh (in UV/Image editor) to reflect how you'd it displayed. (Red ovals).

Do this this for each couch pattern, but make sure the correct UV Map is selected and the corresponding image is loaded in the UV/Image editor. (Purple ovals). For the pink couch pattern, I've used "Sphere Projection" unwrap.

Switching between the UV Maps in the properties window (magenta circle) will switch between the patterns and how you've set them up.
In Cycles:
Add the following nodes (You can easily do this by hitting spacebar and typing in the node name): UV Map (so blender knows what mesh coordinates to use), Image Texture (so blender knows what image to use), Diffuse (so there's actually light to see the image) and then Material Output.
Then follow the steps in red to switch between couch patterns.

That's really helpful thank you! But is there a way to change how each image is mapped to the sofa also? I want to position the each image texture differently. E.g. if I had a floral pattern, and a simple cotton pattern, set up like how you've explained. But I want each one mapped differently to the object. I want to be able to move things around in the UV map area without affecting the other image textures (or something similar at least).

Yes! It's no problem. For that you need a separate UV for each, then in the image editor, map each texture or pattern the way you'd like. Don't forget to make sure that each pattern your mapping is loaded in the image editor, and that it's consistent with each UV map. I'll adjust my answer to make it more clear.

That is incredibly helpful! That's exactly what I wanted.
Is there any way to do this in cycles? As I only render in the cycles engine. When I switch to cycles, this method no longer works, which is a pain, as this is just what I need! :)

Yes :). Just add a node for each property (material, texture and UVMap), then switch between maps and image textures in the node editor. I'll add some pictures.

Thank you so much! You've helped me so much, and you've given me the exact answers I was looking for! :)

You're very welcome. Happy to help!

You may be confused as to what a UV Map is.
A UV Map is a set of coordinates that defines the way your texture is wrapped around your object's geometry.
It doesn't control the color of your material, nor does it control which material or color is 'active' so to say.
The UV only defines the way and position a texture appears over the surface. If your textures for the red and black sofa are of similar size and proportions (say a repeating pattern with black or red colors) you may even use the same UV map for both, in fact, you are advised to do so if you can. It'll probably save you a lot of work and needless duplication.
What you want is a 'material switch', and this can be achieved in a few different ways:

You can simply switch the material applied to a certain slot (downside is the material may be lost if you save and close the file and it is not used anywhere in the scene).
If your material is applied to the whole of the, mesh create two material slots one with red material other with black, and then alternatively apply each one to all the faces as desired.
Use the Select and Assign buttons on the material slots to quickly switch the material slot some face is assigned to.
The material way, this is probably the most flexible one. If you are using cycles, just create your two independent node setups for each red and black sofa material inside the same Cycles material. Then, either use a Shader Mix node or a Texture Mix node, depending on how you build them - or how different each material is - to mix them together as desired using the mix value.

Thanks for the reply! But that's not quite what I mean. I want each texture to be applied differently to the object. For example, a checkered pattern and a striped pattern. I want the checkered pattern to be large, and the stripes to be small. usually I would go inside the UV image editor and enlarge the mesh inside it to make the pattern look smaller on the object. But I don't want it to change how the other materials look. I hope that was easy to understand..

authors: Никита Харламов


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How to make damped tracking work on individual origins?
I have created a simple tree and have planes for the main bushy leaves.
I have applied "damped tracking" to make them always face the camera. This works splendidly for single objects, but when I have multiple planes within an object they follow a single origin. (Instead of rotating in place)
I would like each plane to move on its own origin point without having to make each plane of leaves a seperate object. (If I want to make a forest this would be an unnecessary amount of objects!)
Any help is greatly appreciated!

I don't think it's doable once those planes are part of a standalone mesh object. This can be done with particle system and its options like in Rotation scroll and Velocity. Thus those planes will be created across the mesh with that particle system and won't exhist as real objects.

For the planes to have "individual origins" they must be separate objects, otherwise they are just one single mesh with multiple chunks of geometry inside it, not multiple planes, and thus wont have individual origins to rotate about.


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Mesh bounces of while playing the animation

I have applied Rigidbody to two of my mesh and set shape collision as the mesh for both of my objects. But when I play the animation the mesh bounces off. Can someone please clarify whats the issue. I have tried many solutions like applying the scale but none of them worked.

There should be a Bounciness setting.

Bounciness is set  to zero.


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sort elements by path in mesh
I'm trying to find a way to sort a mesh order by a path from one end to the other.
Basically the end goal is to use the build modifier to animate a generated ivy branch to grow from one point out (up a pillar), segment by segment. The default order for the ivy branches builds out one full branch at a time (so it grows one branch all the way up and then the next branch up etc.) Is there an easy way to select the right order? Or perhaps a better way to create the animation I'm trying to create?

Possible duplicate of What's the use of tool, 'Sort Elements'?

https://blender.stackexchange.com/questions/73633/animate-branch-growth/73672 https://blender.stackexchange.com/questions/82188/fill-along-the-front-of-a-path-of-an-svg/82200#82200


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Keyboard stops working
Recently after upgrading to Blender 2.82 on Ubuntu 18.04.3 LTS I've run into an issue where blender just stops responding to my keyboard. This includes shortcuts and text entry. Any ideas?

Resetting the preferences removed the problem for me but I have no idea what causes it in the first place.

Were you maybe clicked onto another tab, and the keyboard input went there instead? I know that's happened to me a TON, and I've had a lot of backspacing to do when I brought blender up over Java, while trying to animate or model something new I've thought of during the course of coding.


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Inverting mouse direction
Where can I find the "invert mouse direction" setting that used to exist? With 2.92 the direction of scroll is reversed from previous settings and there doesn't appear to be a way to fix it.
Using Mac, blender 2.92
Thanks in advance, must just be missing the menu item

Edit>Preferences>Navigation>Zoom>Invert zoom direction.
Make sure that your 'zoom method' is 'dolly' or 'continue'.
Hope that helps!
Upvote and mark as accepted if it does.

That was where the setting used to be, as I said, in 2.92, it is no longer there.

I can see it there. I am using 2.92.0

Oh! I just found the answer. Make sure the zoom method is 'dolly' or 'continue'. When the zoom method is 'scale' that option isn't there.

The 3D viewport is still inverted with those changes applied, the navigation is still inverted from 2.91.

Is the checkbox checked?

Yes, the checkbox was indeed checked.

Okay. Try unchecking it on dolly mode. That worked for me.

Let us continue this discussion in chat.


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Moving image in video editor
I downloaded Blender today to try and edit videos. In the video I'm trying to edit I need to move a picture from one point to another in the time span from 0s to 7s plus 22frames (just an example, i need to move an image like 10 times within the whole video).
Is there a function for this? If so, how does it work?
My google searches only told me how to move the image in general and how to slide the image strip!

Use Transform strip: https://docs.blender.org/manual/en/dev/video_editing/sequencer/strips/effects/transform.html
Or use the add-on which will allow to do the image animations directly in the preview: https://github.com/doakey3/VSE_Transform_Tools


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Rendering and lighting issues in blender eevee under linux
I am experiencing some weird lighting And rendering issues on blender under Linux.
This is what I get on Linux:

And this is what I am supposed to get:

My OS is Linux Mint 19.1 Cinnamon with Linux kernel 5.3. iam using Blender 2.8.1 I tried loads of different Linux kernels but ended up with The same results. I tried Upgrading My kernel Downgrading My kernel. Installing Updates. I tried Everything Nothing is Working. Also I got the output when running Blender from Terminal.
Received X11 Error:
    error code:   182
    request code: 156
    minor code:   34
    error text:   GLXBadFBConfig

Received X11 Error:
    error code:   8
    request code: 156
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Error: Not freed memory blocks: 2, total unfreed memory 0.000458 MB

Blender quit

What GPU are you using? It's likely that it isn't supported or that the driver is not up-to-date.

@Robert Gutzkow Iam using Amd radeon hd 6480G And i've Updated The Mesa drivers from the update manager and iam still facing the same problem

Graphics cards from the Radeon HD 6000 series are not supported, since they use the old TeraScale 2 architecture. Blender 2.8x requires GCN first generation or later when using AMD GPUs.

Supported Graphics Cards
These requirements are for basic Blender operation, rendering using the GPU requires slightly different requirements. Always make sure to install the latest drivers from the graphics card manufacturer website.

NVIDIA: GeForce 200 and newer, Quadro Tesla architecture and newer, with NVIDIA drivers (list of all GeForce and Quadro GPUs)
AMD: GCN 1st gen and newer (list of all AMD GPUs)
Intel: Haswell and newer (list of all Intel GPUs)
macOS: version 10.12 or newer with supported hardware

Oh. Thank You for your help. This Might be the Reason but. I got blender eevee working on windows 10 with The same hardware I never Thought that changing My os Would solve the problem

It might work with the most recent graphics driver, but Blender doesn't provide support for them in case it doesn't work properly.


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Help with a 3d wall
Wanna modelling wall panels, i have 2 samples but i dont have any skills, mb can someone share the technique of execution, i try use displacement with dragons skin on second picture, but I did not like the result.


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How to strip off a final object(mesh) into many separate segments
I have a final mesh and whant strip off it to many separate objects, wanna create parametric furniture. I find video only for 3d max, they used Splines section, how to achieve the same result. Plz help, i broke my head.

you could use boolean to slice your object but it looks like you need to fill the holes it creates?

yea i need fill holes in objects

so have your tried the boolean method?

its not work for me. I need separate mulipl  objects from my final mesh, plz google parametric furniture u will see what i need, to my final mesh.

with boolean you will have separate meshes within your object, then you can make separate objects with each mesh with P (separate) > By Loose Parts. The only tedious part is to fill each surface of each mesh, maybe it's avoidable(?)

Here is a way to do it (I mean, if I understand correctly what you want). Note that you may have some bugs when you'll apply the Boolean, and you may have to fix your mesh (i.e. fill surfaces).

did it help? did you succeed?

yea i did this! thx!

@АЛИДЖА please consider accepting the answer if it solved your problem. Thanks!


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Python Join Objects
I'm completly new to Blender. I currently work on a project which could utilize Blender for Beveling. To get in touch with blender I first played around with the programm itself and then tried to implement it into a Python script.
My goal/way to go is the Following:

Create Meshes/Objects from my custom Code.
Add different Materials to them
Select all
Join all Objects
Bevel by applying a Bevel Modifier
Seperate them by Material

Since I'm still in the "playground" phase with Blender i started with a simple one by one Cube as seen in the following Code:
import bpy

vertices = [
    (0.0, 0.0, 0.0),  # 0
    (1.0, 0.0, 0.0),  # 1
    (0.0, 1.0, 0.0),  # 2
    (0.0, 0.0, 1.0),  # 3
    (1.0, 1.0, 1.0),  # 4
    (1.0, 1.0, 0.0),  # 5
    (1.0, 0.0, 1.0),  # 6
    (0.0, 1.0, 1.0),  # 7
]

faces = [
    (0, 1, 6, 3),  # Frontface
    (2, 7, 4, 5),  # Backface
    (0, 3, 7, 2),  # Leftface
    (1, 5, 4, 6),  # Rightface
    (0, 2, 5, 1),  # Bottomface
    (3, 6, 4, 7),  # Topface
]

vertices_two = [
    (0.0, 0.0, 1.0),  # 0 (3)
    (1.0, 1.0, 1.0),  # 1 (4)
    (1.0, 0.0, 1.0),  # 2 (6)
    (0.0, 1.0, 1.0),  # 3 (7)
]

faces_two = [(0, 2, 1, 3)]

mesh_data = bpy.data.meshes.new("test_cube_half")
mesh_data.from_pydata(vertices, [], faces[:-1])

obj = bpy.data.objects.new("Half_Cube", mesh_data)
mat = bpy.data.materials.new(name="Test_Material_one")
obj.data.materials.append(mat)
bpy.context.collection.objects.link(obj)

mesh_data_two = bpy.data.meshes.new("Test_top_face")
mesh_data_two.from_pydata(vertices_two, [], faces_two)

obj_two = bpy.data.objects.new("My_object_two", mesh_data_two)
mat_two = bpy.data.materials.new(name="Test_Material_two")
obj_two.data.materials.append(mat_two)

bpy.context.collection.objects.link(obj_two)

bpy.ops.object.select_all(action='SELECT')

bpy.ops.object.join()

With this Code I create an Object which is the Cube WITHOUT the top face and an Object which is the missing Top face.
I execute this script via blender --python my_script.py.
The provided Code works until the last line, there it fails with the following
Error :
RuntimeError: Operator bpy.ops.object.join.poll() failed, context is incorrect

So now I have two Question :

Is the mentioned workflow of mine even possible with a script ?
What IS the correct context for join() and how do I set it ?

NOTE:

bpy is build for Python 3.6 (if anyone needs this info).
If i try the solution of This Question i get the following error:
AttributeError: bpy_prop_collection: attribute "active" not found
This Questions Answer does not work either and gives an AttributeError for select for each Object.

Thanks in adnvance.

https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add This may be useful

Need an active object
The join operator joins all selected mesh (or same type join-able) objects to active object.  As proposed in link 2
How to join objects with Python?
in 2.79 you set an object to active in scene with scene.objects.active = obj  whereas in 2.80 use the context.view_layer.objects.active = obj to make an object active.
Add this line before the operator and should work as expected.
bpy.context.view_layer.objects.active = obj
bpy.ops.object.join()

Thank you very much. Is there any source where i can read more about that ?

Inspired from the above solution, here is a complete code for joining a collection of objects
meshes = [mesh for mesh in assetCollection.all_objects if mesh.type == 'MESH']
for mesh in meshes:
    mesh.select_set(state=True)
    bpy.context.view_layer.objects.active = mesh
bpy.ops.object.join()

obj = assetCollection.all_objects[0]
```


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How to build Blender as Python module?
I'm on a Linux Ubuntu 18.04.1 LTS System.
As the title states I was unable to find any precise documentation how to build blender as Python Module for uses in scripts.
If anyone can help me I'd really appreciate it.
Thanks in advance.

Please see the answer i allready provided myself. There i explain why i "reasked/reformulated" the question.

I too build blender on ubuntu 18. Building against python 3.71 which is also my system python,  keeping  (3.66) as system python3. If another python version is installed via apt, recommend removing the line in site.py that adds ../python3/site-packages to sys.path.  I mention this since ubuntu is notoriously conservative in upgrading repos, and while 18 is new and 3.66 is good enough, blender will step to 3.7 or 3.8 well before.  On dupe: Hunted down the dupe link just as you asked the question, became sidetracked and posted well after you answered.

On close as dupe: IMO It's a toss up, could add a  ubuntu 18 specific answer there too.  It really doesn't matter if it is voted to close. UV for make bpy I basically stick to configure, make, [sudo] make install.  cmake-gui is my configure tool of choice pre building a blender target

On close as dupe: from a quick look, I believe your answer posted here should be an answer to the original question. That question doesn't have an accepted answer so a fresh new answer can still reach the top if it's good. If I'm wrong and the two questions are about two distinct needs then please make it clear in the text of the question what is this question about and why it's not the same. Also, the title should reflect this distinctness. I'm abstaining my close vote meanwhile.

I actually didn't look carefully for an Accepted Answer which, as you mentioned, the other Question DOESN'T have. I will copy my Answer with some specifications like "Ubuntu 18.04 specifc".

Ok, i managed to actually build it as a Python module.
It might appear strange to ask a question and immediately answer it. But i decided to
share my experience with this process.
In this way it could help someone in the future who struggled the same way as i did.
Now to the process of the solution.
Starting point were the following three sources as follows :

This Question
An Archived Blender Wiki entry
The offical "Build from source" Wiki article

How did i achieve the build ?
I started by following the description provided of the 2. Source; which wasn't really precise in how to handle the source and so on and did not work for me in the end.
After a few failures of this, i went on by just following the 3. Source.
So i did what was stated there :
mkdir ~/blender-git
cd ~/blender-git
git clone https://git.blender.org/blender.git
cd blender
git submodule update --init --recursive
git submodule foreach git checkout master
git submodule foreach git pull --rebase origin master

Afterwards :
cd ~/blender-git
./blender/build_files/build_environment/install_deps.sh

Now I had every bit of blender code and all dependencies installed. Since i did not want blender compiled with UI (as normal programm) i was curious what (described in the next step, step 3, in Source 3.) make in ~/blender-git/blender offered.
So i proceeded with simply calling make help which gave the following (truncated for brevity) output :
Convenience targets provided for building blender, (multiple at once can be used)
* debug     - build a debug binary
* full      - enable all supported dependencies & options
* lite      - disable non essential features for a smaller binary and faster build
* headless  - build without an interface (renderfarm or server automation)
* cycles    - build Cycles standalone only, without Blender
* bpy       - build as a python module which can be loaded from python directly
* deps      - build library dependencies (intended only for platform maintainers)

* config    - run cmake configuration tool to set build options

Note, passing the argument 'BUILD_DIR=path' when calling make will override the
default build dir.
Note, passing the argument 'BUILD_CMAKE_ARGS=args' lets you add cmake arguments.

"Oh Hey, look what we got!" There it was, a make bpy which promised to solve all my problems.
So i executed it and it compiled. But I ended up with the Python module in a, at least for my desires, wrong directory : /usr/local/PYTHON_SITE_PACKAGES-NOTFOUND. I wondered how this happend.
I soon figured out that I had to reconfigure cmake in the new created ~/blender-git/linux_build_bpy via ccmake linux_build_bpy while in ~/blender-git. There i needed to enable the Advanced Settings via pressing t and then editing the Key PYTHON_SITE_PACKAGES from PYTHON_SITE_PACKAGES-NOTFOUND to my desired Path /usr/lib/python3.6/site-packages.
After changing this i had to rebuild the project, which didn't actually rebuild since the changed setting didn't affect the main build process.
Rebuild in ~/blender-git/blender via make bpy.
In the End I also deleted the stuff in /usr/local/PYTHON_SITE_PACKAGES-NOTFOUND.
(Ofc i could've just moved/copied it...)
That's how it worked form me. I hope this is helpful in any kind for anyone in the future.
NOTES:

make bpy might need superuser-rights so do a sudo make bpy and don't worry
about a complete rebuild (it's allready done just linking/copying in the end needs
those rights).
The configuration after the first build might not be needed or can be done before
hand, but i didn't figure out how to do so.
If followed through these steps, and the Python module (strangely a directory
called 2.80 or simmilar number) exists in the desired path but yet you are not able to import the module bpy in any of your scripts, make sure that your desired path is included in your PYTHONPATH Env-variable.


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Denoise node in compositor changes the color of original image?
I'm using denoise node in compositor to denoise a texture with baked lighting. It's working fine for the denoising part, but it changes the original color of the image. It's no long as saturated/vibrant anymore. Any workaround for that? Thanks
original image

After denoise node

AFAIK, the Denoise node isn't meant to be used with an imported image, but rather with Render Layer data, either from an image rendered in the software or pulled from a file saved in the .exr format.
For example, your .png image doesn't contain information for how many samples were used per pixel, which is useful information for the denoiser.  That doesn't stop you from using it if you want to, but the results may not be what you expect.

Thanks a lot! That explains why it's happening. Is there any way I can use my baked lighting texture directly with denoise node, just like a render?

I'm not sure about that, sorry.


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LoopTools addon curve option bug? Not working

Hi guys, this is the most frustrating thing I've come across lately. I select a few vertices and hit the curve button in LoopTools feature menu, and nothing happens. Sometimes it magically starts working, but most of the time it doesn't. Does anyone know why this is happening. I'd appreciate if you can try it in your blender and see if it works for you or not.

I never used it, seems a bit capricious, but it looks like it works if you cut your shape with some edges on the X axis

Thanks a lot for pointing this out, I figured out that's where the problem lies, my vertices needs to be connected to the other side via edges on X axis. I posted a screenshot as an answer.

Thanks to @moonboots for pointing the problem out, for some reason, it only works if you have a symmetrical topolgy, i.e you need to have edges on both axis. Below image is an example of topology on which this feature works :


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Undo problem in Texture painting
I'm having this incredibly frustrating problem. Sometimes when I paint on my texture and press Ctrl+Z for undo, it doesn't undo the paint but rather undo some other action like brush size/properties. And then further undo keeps on undoing every other action but texture paint. It's driving me insane, because I lose my whole texture because being completely unable to undo last action, also it happens very often. I'm not alone in this problem, I saw guys having this issue in discord too. But I haven't found any answer at any place yet. Is this a bug or what?
PS : selecting previous actions from Undo history doesn't work too for some weird reason, you either go way too backwards in painting, or simply don't get to previous state at all.

What version of Blender are you using, and are you keeping your cursor over the paint area when pressing undo?

I am using steam version, I believe it's stable version of 2.8. And does putting cursor over paint area affect undo? If it does then it's definitely something I'd keep in mind! Thanks for help

I am not able to replicate the problem on latest 2.82 build, so I am wondering if this is a bug that was already addressed.

I'm seeing this problem on build 2.80.75

@Michael The current stable version is 2.92 if I remember correctly. Why are you using such an old version. I think this issue was a bug in those versions.


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How to subdivide a non-rectangular face?

Hi guys, I am creating a leaf using reference picture, I started from one vertex and kept extruding until I got the entire outline of leaf. Then I selected all vertices and press F to fill them with a face. Now I want to subdivide the face as I want to sculpt/bend it. But pressing W->Subdivide doesn't do anything, probably because the face is irregular and not rectangular. Any workaround this?
Thank you!

Try to fill with "Grid Fill" and "Bridge Edge Loops" or you can try the Remesh modifier.

yes subdivide will create additional vertices between the border vertices but it won't cut through the leaf, you should create some edges through the leaf with join (J) or with the knife tool (K), the subdivide


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Cycles Material — A kind of glitter
Hi guys,
I'm trying to simulate the metal flakes that you can see in this helmet. It looks close to a metallic paint + flakes, but it definitely is something else.
I found a few materials that come close to it, like Mike Pan's Car Paint Material, but if you look at the video it seems to only show up when it's in the specular and there's a bit of iridescence to it. Also, it completely disappears once it's outside the specular glow.
Do you guys have any idea how to approach this? Any idea of a material that's a bit closer to it?
Thanks!

https://blender.stackexchange.com/a/116870/1322 is one simple solution.

You can achieve a similar result with a Voronoi texture controlling the rotation of an Anisotropic shader:

Which gives the following result:

You can change the color of the material to whatever you want. To make the glitter smaller, increase the Scale of the texture. Make sure to play around with the other settings, too! :)

That's really cool!  You can use the texture to drive a color mix as well to get the different colored flakes.

Ah, what the heck.  This is really just a minor refinement of @R.M's idea.  The color ramp is to control the relative amount of red/yellow flakes.

Nice! I think this is as close to the reference image as you can get without writing a custom shader :)


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Is the blender smoke engine able to do this?
I love Andreas Barden's work and his been playing with TurbulenceFD with some amazing results. I'm wondering if we can do something similar with Blender. Is Blender's smoke engine able to do something like this? And if so, how?

I don't see why not. I'm not seeing anything particularly fancy going on in that sim. It appears to just be a spinning block emitting smoke that rises into a sphere.

Cinema4D cannot accomplish such a smoke simulation, but it's the TurbulenceFD plugin for 399$. In the cinematic industry you find a lot of plugins for Maya, Cinema or Lightwave which are developed for special effects like explosion and smoke and they all vary between a few dollar to millions.
Sure if you are able to program python or another language then you can develop your own plugin and control particles in order to fly around a object. Maybe someday someone will write such a tool and give it to the community for free ;)

Could you people have the courtesy to write at least a comment explaining why you down vote a answer!


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Using procedural texture mask to drive displacement and base color
Very basic question: if I use a noise as mask for the displacement, how can I reference it in the node editor to use it as base color?
Thank you!

Modifier textures and Cycles nodes are completely separate and unrelated technologies. You can't cross reference or reuse them out of their contexts, as far as I know

That's a shame. Do you know a work-around?


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Mark bevel edges after solidify
I have a profile that I want to solidify and then bevel. I'd like to mark which edges to bevel after the solidify without collapsing the stack. Is that possible in Blender?
Best,
JD

I'm not sure you can. I guess you don't want to bevel the vertex itself with a shift ctrl B?

Yes, go to Object Mode and apply your solidify to your mesh, then you can use bevel modifier on all edges.

Maybe the hardsurface nerds will refute but I don't think you can. So I guess the solution is to select your vertex and to bevel it with a shiftctrlB.

Thank you for the reply. What I was looking for is to control the mesh after the solidify modifier. Also, the issue happens when you extrude two meeting faces, that form a concave angle, not at the corner of one face. I hope I'm clear...

maybe show more pictures because it's not clear to me

It is possible:

assign the vertices you want beveled to a vertex group;
add Bevel modifier and in its options:
select Only Vertices and Limit Method: Vertex Group, then point to the group from pt1
add Solidify

You can select the vertices and add them to a vertex group. Then use the bevel modifier only on that vertex group.
If the Bevel modifier is in 'Edge' mode and it's after the Solidify modifier then it will really be beveling the edge that comes from those vertices

If you have a concave turn after another (Or convex), you'll need to separate them with another vertex in the middle so the edge that connects them doesn't confuse the modifier


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Object does not appear in render view but appears in all other views
After updating to Blender 2.79, I had to fix my rig by using the following fix: 'LIB ERROR: object lost from scene' error when opening file
But after doing that the object does not appear in render! It is enabled for rendering but it does not appear in render view or when rendering, but it does appear in solid, textured and material views. Can anyone help please? I am using Cycles Render.

I think the layer is being rendered. How can I make sure? There are only three objects in the scene: the camera, the lamp, and the object that is not being rendered

I figured it out: The Diffuse BSDF node was linked to Volume in the output, instead of to Surface.

Make sure that "Camera" is enabled under the Cycles settings in your object, otherwise your object cannot be seen by the camera.

Camera is already enabled in Cycles settings


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Blender Cycles: baked texture is completely black
When I try to bake a texture in Cycles, the baked texture is completely black, however it looks fine on the Render Preview. I have tried recalculating normals, but it didn´t fix the issue. I have no idea what else to do. Here I have the .blend file: http://pasteall.org/blend/index.php?id=48466

Can you show here something else in addition to the file? Like baking options, material settings.. As without downloading your file the question is asking for nothing (and as you uploaded file to pastell link will be invalid in 5 months).

Direct, Indirect and Color are enabled in Baking settings, bake type is Diffuse. Here are the nodes for the main material: https://i.imgur.com/r6pSOcz.png. And the nodes for the second material:https://i.imgur.com/D3txbqA.png

I just checked your file and the black texture is never used in the material that is on the object, that is why everything is looking fine when rendered. If you select the texture in the material on the object is shows up black as expected.

Hard to tell if is related but Image Texture with texture to baked to has to be selected in order to receive bake. "Direct, Indirect" means shadows  will be taken into account when baking thus making it depending on lighting in scene

I have the image texture to bake selected, but it still renders to black.

I had similar problem, solved it changing GPU renderer to CPU

Reminder to all: When troubleshooting a baking/rendering problem, it's a good idea to temporarily set your sample count extremely low to avoid wasting time while you figure out what's going on. Obvious, perhaps. But still worth pointing out.

It turned out that I tried to render Diffuse, but the Principled shader does not render diffuse. Rendering Glossy worked.

The Principled shader will render for a Combined bake that includes Diffuse. I just ran into a similar problem, in my case, the Principled shader bakes wouldn't work for a metallic material. The bake worked fine when i switched to a material based on diffuse and glossy shaders. But i have used the principled shader for bakes just fine when the metallic field was at 0.

Maybe it bakes differently depending on the metallic field?

As it happens, i put on a Blender Guru video while waiting for something to bake, one about PBR metal materials. He says metallic materials are all glossy, they have no diffuse element. So, after this bake, which won't end until tomorrow, i'm going to test one of the metal bits in my scene, baking it with a full combined bake. I have been excluding glossy.

Yeah, once i did that it worked fine. If the material is metallic, the principled shader requires that glossy is part of the bake.

Thank you! Thank you! I've been hitting this black bake issue for literally 8 hours. Now the sweetness of success and relief.

Adding this in case it helps someone with the same issue....
Another reason you might get a black bake is if objects are in the way. In Blender 2.8 this is incredibly easy to do without realising it. Even if the 'eye' icons of other meshes in the Outliner are 'closed' (i.e. the objects are hidden), they'll still get in the way of the texture baking.
The answer is to just move all of the objects that aren't part of the bake into a new Collection and disable that.

Yes! This helped me. I couldn't figure out why my bake wasn't working and it was driving me nuts lol. Thanks!

to bake an object with no scene lighting:
(worked for me)

set the source material(s) emission to white (full bright)
properties -> Material properties -> [material] -> Surface -> principled bsdf -> Emission = white
uncheck "emit" under the bake's "influence"
properties -> Render Properties -> Render Engine = Cycles
properties -> Render Properties -> Bake -> Influence -> Direct [eanbled] and Indirect [enabled] -> Emit [uncheck]

this helped bake the material as if it were full bright

hmm, actually, i might be getting weird artifact'ing from this. tbd

https://blender.stackexchange.com/questions/132961/cycles-bake-black-patches

update, my weird artifact were from other hidden (in viewport, not hidden in render) meshes

I can only use Blender 2.79 (no GPU), and I ran into this problem many times trying to cut down on render time. I read the Blender manual, and it said that the material out node must be selected to properly bake textures. I tried it and I haven't been getting the black textures any more.


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How create multiple faces in a pattern
I have 2 edge loops, and I want to create faces between them.
I have tried several options like Bridge Edge loops, Make Faces and Convex Hull, but none of these gave me result as I wanted. Please see below image

The actual result I want is like this-

Please tell me any solution to do this.

I have solved using bridge edge loops, the problem was I have selected extra unnecessary edges.

Glad you figured it out—you should answer your own question, then, for other people that happen by.


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Solidify modifier issue for increasing thickness
I am creating 3D model of iPhone Case.
I have created it. But now I want to increase thickness of it. I tried using solidify modifier. But it is not giving result as I want.
See below is the image with no thickness.

After using solidify modifier it is not applying properly on camera cut.

Please anyone tell me to how to do this.

add a edge split modifier below the solidfy modifier

Few things you can check:

Your topology of the case: make sure it has less or no triangles and has a smooth flow.
Try adding an edge split modifier.
Ctrl+N to reapply the normals of the faces.

Thanks @crz, I have applied edge split modifier after solidify modifier and it solved my problem :)


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DIfferent materials for individual smoke flows in same domain
Ok so I have 3 smoke flows in a domain and I'm trying to get one of them to emit light, was considering using the colour attiribute to switch a mix shader but it seems like a horrible workaround, any suggestions would be really helpful

What's wrong with using the color attribute as a "flow ID" of sorts? In Cycles you have total control over where that color attribute ends up in the final shader, so it's not like you have to "get rid of" the color later. Using color attributes to flag things is a pretty common practice in FX. It just makes life easier a lot of the time.

That's actually what I ended up doing, need to optimise the the node setup but it works ok for now


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Rolling shutter on light sources
Title is fairly self explanatory, trying to get a rolling shutter effect on fast strobing light sources but everything I try doesn't seem to make any difference, is rolling shutter only calculated for objects or something?

Do you mean emissive objects?  If you mean "lamp" objects, I don't believe they actually have a physical manifestation.

I mean any light source but spot lights specifically in this case, I'm keyframing the power to flash at sub frame intervals (something like 0.6 frames) and I want the rolling shutter to mimic how a real shutter would be slow enough to only expose part of the sensor while the light is on.
Example vid here (avoid if you have epilepsy): https://www.youtube.com/watch?v=MF_9FhAlxi4

are you actually modelling a shutter opening and closing?  I don't think the light sources are physically correct enough to work like real light sources.

I tried animating a rotationally arrayed plane for a rolling shutter but it only worked as it should for moving objects, the lights were either visible in the whole frame or totally invisible. I also tried using emissive objects and scaling them back and forth from 0, same result as the lights

Think I'm gonna do it in compositing by isolating each light source and masking their direct and indirect passes with horizontal stripes, will post as an answer if I get a decent result

Have you tried encasing the light sources inside a cylinder, deleting some of the faces of the cylinder, and then rotating it quickly?


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IK rotates the wrong direction
I'm trying to fix a IK-rotation problem.
When I set the pole angle to -90° my model has the correct leg rotation (pic 1), but when I tried to move the model the knees rotated wrong (pic 2). When I set the pole angle to 180° the knee rotation is correct, but the model not.
I don't know what to do. I rotated the bones in all direction and deleted/created parents between model and bones, but nothing worked.
Can somebody help please? Do you need further informations?

Bone limits seem to be missing

Check your bones' roll in edit mode, that caused me quite a bit of grief in my first few Armatures.

The limits for IK in Bones doesn't really help. But with a new bone constraint "Limit Rotation" with limit in X = 0 and convert to "Pose Space" it worked. Maybe not the best solution. Thanks VRM. (Checked the bones' roll for 2 days, but couldn't fix it. But thanks for the tip pie75.


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Create easily reusable character for still images
I am quite new to blender, so excuse me if I am getting some terms wrong (which might be why I didn't find an answer through google..)
I'll start off describing what I want to do, as this will illustrate the problem I am facing: I want to create a series of still images, all featuring the same two characters (but in different positions, of course).
So, ideally, I would not want to re-create the mesh from scratch for each image. I would like to create the character mesh once, and then for each image take the mesh and put it into the right position (like having a doll and moving its arms, legs, general body position, etc.).
I have read about joints, but it seems like this is for games and animations; it might be over the top, as I don't need smooth transitions between positions.
What kind of workflow would you use to easily re-use a character mesh in multiple still images? And if you just alter the original mesh for each image, are there any tricks to prevent it from becoming distorted?
I hope this question makes sense, I am happy to clarify anything that might be unclear...

Still images are not necessarily some short cut.  See the Sistine Chapel. Some high end still images are quite complex to stage. Video sequences are composed often of a series of still images.  For example PNG images. Lets forget about motion blur for a moment.  So even if you had a 2 hour image sequence of thousands of images you can pick out the small number of ones you want.  Blender is an expressive tool.  It is not designed to be simple.  One way to have less work is to use some character and other models made by someone else.  You may want to ask that as part of your question.

Thanks for your response. I was not thinking of the still images as a short cut - In this instance, still images are what I want to do, and I wanted to make sure to use the tools that are most appropriate for this. Based on what I now read, I will try to rig the characters and pose them using the rigging.
And while for this time I have specific characters in mind (they should be simple enough to do), I'll definitely remember the idea of using models that are already out there!

Well, in fact what you are asking is something easily accomplishable whit the correct rigging technique and enough patience to pose the characters, animation and posing are areas that require patience to get things correctly done, so keep that in mind.
But if your models are simple enough in terms of polygon count, you could easilyuse shape keys to make transitions between poses:
http://www.chocofur.com/using-shape-keys-in-blender.html
Here is a tutorial where you can get started, but remember, nothing is better for posing that rigging.


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How to move two parenting objects together?
When I try to move two objects together they move separatelly in a weird way, here is a GIF showing what happens.
How can I solve this?

How to upload an image to a post

You have Proportional editing enabled.
When you move your object, all near objects move in the same direction.
It has nothing to do with parenting.
Disable it, and all goes back to normal.


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When I go into the sculpting mode I can't see the model in the Solid shading mode, unless I toggle X-Ray
It seems to be like this by default. Every time I enter sculpt mode and want to use the solid shading mode, the model appears to be completely flat (looks like 2D). It appears okay when I toggle X-Ray or turn on the Cavity setting in viewport shading but that's not ideal, cause obviously it's affected by them. I want to be able to use it like anyone else would. It happens to every new file I open. I tried to reset Blender to factory settings- didn't do anything. I uninstalled it and installed it again from the original website- didn't help. Following someone's advice, I downloaded it from Steam and tried to use that instead. Now instead of being flat, the model is completely GONE. Again, it appears with X-Ray/Cavity on but never just by itself.
What am I supposed to do? Here is a screenshot.


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How to create node for modulating color image with Python
I am rendering with blender GUI, but I have to do some work with python in blender.
I want to take color image and modulate it (eg. edge detecting or fourier transform it) and save it.
I think I can make it with creating new node whose input is connected to color of render layer and output is connected to file output.
Is is possible to make this kind of new node?
Thank you in advance!


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rendering doesn't work properly
when i do rendering my image quality goes very low than what should i do?? i am using blender 2.8. i am inserting a 3d model than i had done rotation on this 3d model. the texture of the 3d model not rendering and show blank

Looks like you have intersecting geometry that may be hidden in the viewport, but not in the render. There's a leather watch strap that's not visible in the viewport. Additionally your lighting seems way to bright.

is that graphics driver error??

if i will install graphic driver this problem will be solve or not??

From what I can see this is just a misconfiguration of your lighting and you've likely hidden some objects in the viewport (eye icon in the outliner) without disabling it in the render as well (camera icon in the outliner). Try to find the brown wrist strap object in your hierarchy.

yes i was find brown strip and remove from it .than after what should i do?

thank you for your answer. problem solved.


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rigify problems generating a rig
I'm having a problem using the add-on 'rigify', I line up the rig to my model then generate the rig but it creates a strange group of empty circles around the vertices of the rig rather than the rig.

you may have disconnected or deleted something on your meta-rig before creating it. Retry with a fresh meta-rig and hit the "generate" button to check if it works. You can still delete the rig object and re-generate another from time to time to check everything works... until your meta-rig is perfectly placed !


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How can use the mapping node for two noise textures
I'm actually creating a planet with this node set up :
I would like the continent texture to be appearing only near the poles but they keep appearing randomly like this :
I guess I have to use the mapping node in some ways but I can't fix it
Does anyone have a solution ?

You can use a geometry node which allows to use the rendered position to do this kind of thing.

The additional nodes can be plugged before the top left colorramp of your material:

From left to right (the top nodes line):

Rendered position: the position is given from the object origin
Separate XYZ, in order to keep only Z (for the poles)
Absolute: the sphere here is 2 meters height and its origin is a the middle, so "absolute" gives a value between 0 and 1
A color ramp to be tuned so that the earth surface is more or less far from the poles
Multiply: to mix your noise input with the previous ramp which translates the Z value
The last output is injected in the color ramp of your initial material (or at least I've tried to mimic it)

Thanks you ! I was looking in the wrong direction !


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How to render sprites alised (sharp) in Cycles?
Is there a way to disable Anti-Alising in cycles so renders will be pixelated?
In Workbench there is option for no filtering but its missing from Cycles.

so i went from  to  by going Render Properties->Film->Pixel Filter->Width and setting as low as it would go (0.01px instead of 1.5px)
you'll probably also want to make sure Render Properties->Motion Blur and (with camera selected) Object Data Properties->Depth of Field are disabled

In the compositor workspace you can scale the image down, use a Pixelate node and scale back to original size.
https://docs.blender.org/manual/en/latest/compositing/types/filter/pixelate.html


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create random distribution of dupli objects on particle system but keeping one object per face
I'm having a problem with distributing the objects I modeled in random ways. What I was able to do successfully is emit one object per face which keeps the objects from intersecting one another like this:

But when I vary the count of each object randomly in the particle count settings the buildings repeat in a weird pattern like this

As you can see if I change the count of each object in my group it should place my objects in a random pattern. Instead it seems to place them in weird strips. How do  set the particle system so  can adjust the amount of each object and have them placed randomly keeping one object per face

I noticed that you haven't changed the random slider (the one next to the 'object' slider, at the top of the particle settings). For the rest of the random settings to work, you need to make this a non-zero value. This only controls the distribution, rather than the rotation, so you shouldn't have any worries on that score.
This might not solve your one object per face issue, however. Perhaps try applying your group particle system to a plane the size of one of those faces and using an array modifier. This should achieve the intended result.

unfortunately the random slider next to the object slider doesn't do anything and having only one object per face is already working properly which is visible in the second picture.


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How do I select an object without problems?

Whenever I try to select this model, there's always this tiny bit that won't be selected. It's crucial that I get this part or It will not bend the limb correctly. I'm using Ctrl to select the object, but It's not selecting It.

How over the mouse pointer and Press L it will select the mesh and related mesh

It selects a whole lot more than I need? Is there any way to reduce It?

perhaps share your file so that we see why you can't select this edge

Select all and remove doubles in Edit mode.


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Blender 2.8: Grease Pencil Fill Brush Not Working
I've been trying to figure out how to use the fill tool, but it doesn't seem to be working properly. Am I doing something wrong?
The build is 2.8 nov 2018.

I'm voting to close this question as off-topic because it is about issues with unfinished development versions of Blender

Nevermind I figured it out. I have to pick the "Fill Only" or "Stroke and Fill" in the Surface Tab.

The confusion is caused by the default setting of any new draw brush material where the fill is set to 0.0 alpha which means it is transparent (it makes sense as you'll most often just want to draw a stroke without a fill). Therefore the 'color bucket' click doesn't do anything obvious besides just adding another stroke.
For proper use create a new (fill) material and change the alpha of the fill color to 1.0 or any other value greater than 0. You may want to edit the stroke settings, too, i.e. deactivate it for the dedicated fill material.

Is this still an issue with the current Blender 2.82a release (and forward from that version)? If not, please specify in this answer.


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Rendering an image slow at beginning
I have a problem with rendering a certain scene in the cycles engine. When I press the render button, it seems like before any tiles are rendered, Blender stays stuck at the grey screen for quite a long time before starting to render any tiles, where it proceeds to render at a reasonable speed. Even when I change from solid view to rendered view, Blender stops for a little while before beginning to render. Is there a certain cause for this? My scene has about 150,000 verts in total.
Any help would be greatly appreciated. Thanks!

Do you have good hardware? Are you using cpu or gpu render? https://www.blenderguru.com/articles/how-to-render-a-complex-scene-without-crashing

I'm using GPU compute, I have a GTX 970.

Cycles needs to cache the scene into memory, this takes time, see: https://blender.stackexchange.com/a/31976/21508
That answer also correlates with your question.

Is there any way to speed up the time it caches?

@ssschmichael it takes time to prepare the data for rendering, the only way to speed it up is to simplify your scene so there is less data to prepare. At the top when rendering you will see progress, the last bit is the step it is doing, which one does it show the longest?


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How to return the velocity of a bone at a certain frame?
How would I return the velocity of a certain bone at each frame during my animation? And ideally I'd want to be able to output all of these velocity values as metadata in a text file or the console to see. I'm not exactly the best Python coder let alone coding for Blender so I'd greatly appreciate if someone could show me how to do this.
I think this would be done by taking the time between two keyframes divided by the position of the bone at the previous keyframe subtracted from the current keyframe like so: (time between two frames)/(current frame - previous frame)
But I need the velocity at every single frame in the animation, not at every keyframe. Much appreciated.

Which part of the bone are you talking about. Not all of the bone can be at same velocity. Please can you provide a clearer picture.

The location of the bone in pose mode, let's say I have a walking animation with IK legs. If I want to find the velocity of the IK controller at a certain frame, how should I do that?


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Unwrapping with equal distance between islands
When i unwrap an object the distance between between the islands seems to be based off the size of the island. That means that smaller islands still lie relatively close to each other, compared to the large islands, causing artifacts when painting in substance painter.
Isn't it possible to make islands have a constant distance to other islands regardsless of size.

If mesh has rectangular islands the distance between them should be that one which was used while unwrapping (options right after unwrap). More complex shapes like organic models will be placed on UV map based on pack opportunities of unwrapping method and amount of seams; distance between islands isn't based on proportions in islands sizes


text:
Can someone create a Model of this person for my new Project?
So this is the scene:

The idea is to make a Scene of a Sleeping Paralysis. As you can see, the doors seem to go crazy and the Wall is also kind of strange. I plan to add many more things but at the moment, i try to figure out the perfect Horror lighting and i am testing different lights.
I would like to have this Girl form the Movie "lights Out" in the final Render:

So my question is if there is anybody who could do that for me. I am really bad at character modeling and i think it would be a cool idea.
Thanks !

I know you can buy 3D characters on some website, I'm sure they have some zombie girls

I'm voting to close this question as off-topic because this is a request for work, not a question about using Blender.

@RayMairlot
Well you are right but i just asked for help. Where do i have to post a request ?

You could post the job in one of the job forums on BlenderArtists.

There are free tools available to create humanoid models - for example, the MakeHuman project (https://en.m.wikipedia.org/wiki/MakeHuman) or Manuel Bastioni add-on that allows you to create characters within Blender (see http://www.manuelbastioni.com/manuellab.php)


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Efficient way to hide an object using python?
I was wondering if this is the most efficient way to hide an object using python?
bpy.context.view_layer.objects.active = bpy.data.objects['Cone'];
bpy.context.object.hide_viewport = True;
Is there a more efficient way to do this (since I have to turn on/off visibility many times for many objects), maybe something like:
bpy.data.objects['Cube'].visible_set(False); # visible_set doesn't exist unfortunately
Thanks.

Efficient in which context? What you'd like to do?

I have to repeat turning objects on and off constantly so I want it to be efficient speed wise.

Selected objects or random objects in the scene?

I have 12 objects which I turn on/off constantly.

Just asking because in case the objects are already selected it will be faster than having an extra loop to select geometry beforehand. ALSO: In case you'd like to render your "on/off" animation then you also need hide_render property. Again, if you'd like to have efficient as possible, provide more context. Related:  https://blender.stackexchange.com/a/133470/31447

The objects are thruster plumes that are toggle on/off.  So they are not already selected.  The control system will determine which thrusters are turned on or off, then I select them and then turn them on or off.   Thanks.

Sounds fancy, I guess your control system is an AI deciding which thrusters turned on or off right? Just kidding - if you really know the names then just access each object by its name like: bpy.data.objects['your_object_name'].hide_viewport = True

Exactly what I wanted.  Thank you!


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Can Blender video editor speed up a video?
I have a mp4 video that plays 3 FPS and I want to speed the FPS up to 24 FPS.  Can I do this in Blender 2.8 video sequencer?  When I use the Video Sequencer Speed Control, with Speed Factor 1, Multiply Speed 8, "Use as speed" checked, it just plays the video still at 3 FPS, but for every one frame it plays, it skips the next 8 frames; I want to play every frame but play it at a faster rate.

If you make a new file, set your render settings to 24fps, and just import the mp4, the frames are then adjusted by itself if I remember correctly. I dont think u have to mess around with speed factor.

Wow that worked.  Thanks so much.

no problem :) much luck!


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How do I install tkinter for blender 2.8 in Windows 10?
I get this error:
>>> import tkinter
Traceback (most recent call last):
 File "<blender_console>", line 1, in <module>
 File "C:\Program Files\Blender Foundation\Blender\2.80\python\lib\tkinter\__init__.py", line 36, in <module>
  import _tkinter # If this fails your Python may not be configured for Tk
ModuleNotFoundError: No module named '_tkinter'

I tried to install it but it didn't work:
c:\Program Files\Blender Foundation\Blender\2.80\python\bin> python -m pip install tkinter
Collecting tkinter
 ERROR: Could not find a version that satisfies the requirement tkinter (from versions: none)
 ERROR: No matching distribution found for tkinter

I don't have the solution to this. Tkinter isn't listed in pip, it is installed or not while instlaling python. However, why do you need to use tkinter, when you have the GUI of bpy?

I'm just more familiar with tkinter.  The better solution would be to learn the bpy GUI.


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render animation with multiple views of the same scene
I have a SpaceCraft doing a flyby of a planet and I have 3 3D-viewports in Blender of this scene, but when I render an animation (Ctrl+F12), blender only renders 1 view.  I can use a screen capture video recording software (like OBS) to capture all the views in 1 shot, which is easy, but is there an easy way to do this in blender without having to use an external screen capture video recording software?  Thank you.

Not sure what you want to achieve. "Rendering a scene" normally means "creating a sequence of images and put them together into one file to form a movie sequence". Not sure where obs comes into this. If you plan to save time by rendering all 3 camera views at the same time, you might be out of luck, because rendering takes up time no matter what. If you just want to switch between the camera views, you can do so by using markers as described in this answer

I guess then I have to render 3 separate movie files (each file with 1 camera view only) and then use the Blender video editor to combine them into one movie file which has the 3 separate camera views in that one movie file.  If there is a more efficient way, please let me know.  Thanks.

Or you could just check out the link in my comment above.

But I think that only switches between the camera views, but it never allow to show all camera views at the same time.  It only allows one camera at any instant in time, but you can switch between them at different times.

You can use the Multi-View render layer functionality to render from multiple cameras simultaneously. This allows you to add multiple cameras to the scene and render each frame from each camera. Once you have the scene rendered to individual frames you can stitch them together using the compositor - see continuous sequence of frames with multiple cameras with each camera starting at start of animation for an example of rendering the individual frames and making them available to the compositor.
Once you have rendered the images (in my case I rendered a 'Main', 'Side' and 'Top' using Multi-View) you can stitch them together using the Compositor. Here are the nodes I used (a rather rudimentary method of combining and positioning multiple images; the compositor allows for all kinds of possibilities - far more than is appropriate to go into here) :

Each image is scaled and positioned and then combined with a background image (here I've used Lighten for convenience - the starting background should be black; other methods are available to mask out the background if required but that is outside the scope of this answer and depends on your specific requirements).
This produces the following result :

Blend file included  - just select scene 'Scene' and Render Animation to create the individual frames, then select 'Scene.001' and Render Animation to perform the compositing to generate the combined frames.

That example doesn't show all 3 camera views at the same time in 3 sub viewports of the main viewport.

@L.Phan I'd concentrated on the actual rendering of the multiple views, rather than the combining - since the combining would be dependent on the actual final result you're aiming for. I've updated the answer with compositor nodes to show how the separate images can be combined (similar to the linked answer, just combining them all together in the same frame, rather than "end-to-end").

Wow, that's great!  Can you include the .blend file for this as well?  Thank you Rich.

I downloaded the .blend file from your post and after I rendered the animation, I tried to play the animation; nothing shows up; I looked at the console and it shows that the images are rendered but it can't process EXR multilayer file:
Executing command:
'C:\Program Files\Blender Foundation\Blender\blender.exe -a -f 24 1.0 -s 1 -e 50 -j 1 C:\Users\phan\Downloads\rendered\0001.exr'
Error: can't process EXR multilayer file
IMB_ibImageFromMemory: unknown fileformat (C:\Users\phan\Downloads\rendered\0001.exr)
Can you show me how I can get an animation from the exr?  Thanks

@L.Phan Not sure why you're having problems with the Blend file from the other question - if Blender can render to multi-layer EXR then you'd expect it to also be able to process them. However, I've updated this answer to include a link to the Blend file, along with instructions on how to render (basically, just Render Animation for 'Scene', then Render Animation for 'Scene.001' for compositor pass).

I followed the instructions and it worked, even in Blender 2.8.  Thank you so much!

Excellent - glad  to help.

I think Blender assumes that the camera view is the view you want to see when it's rendered.  You could try to achieve the three-camera effect by duplicating the spacecraft two more times, creating new paths/keyframes for each, and using one camera to capture all three at once but I think the cleaner way to do it is to render the original animation three times, one for each window.
If you can get your hands on a couple of other computers, you could try copying the file to the other two machines and have each render a different view but, again, the cleaner way to do it is just to render the animation three times.


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How to model this seat with curved edges/corners
I would like model this seat. I'm using version 2.91 at the moment.

I have not found a way to smoothen the blunt edges. Currently this is the state of the seat:

Note that the edges are rounded in the initial image. How would one do this using the least complex method? I am fairly new to Blender, and am not yet familiar with 98% of the functions. I would also like to be able to make the corners rounded. Does anyone have any advice?
Thanks

The easiest and most common way to achieve "roundness" of a mesh is to use a Subdivision Surface Modifier. However, this often requires what is known as "supporting geometry" which includes things such as placing extra edge loops to help better define (control the "rounding" amount) of edges.  A good place to learn all about it is from this segment of the "Blender Guru's" anvil tutorial - https://www.youtube.com/watch?v=lITV4F_P4E0

Yes, itś really simple, all you have to do is shade it smooth, in other words, find ¨shade smooth¨ and click that. DO NOT just add more faces until it looks smooth, blender will likely crash as it did with me.

That didn't work at my end. I am beginning to believe that this is an expert level shape. It is the most complex one I've done so far (the edges). It has been stalling this project for near eternity.


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Directional audio based on direction the camera is facing
Is is possible to have two audio tracks playing but only being able to hear one based on just the rotation of the camera?

Drive the volume of the speaker.
There are three vectors of interest.

The direction the camera is facing (-Z local axis) in global coordinates.
The direction the speaker is facing (-Z local axis) in global coordinates.
The line between the camera and speaker.

In test script below, the angle between the camera vector -Z axis direction and the line between the camera and speaker are converted to global coordinates and normalized.  The dot product is used to drive the volume of the speaker.
Notice this doesn't look at whether the speaker is facing the camera, as this can also be achieved by setting the cone attributes of the speaker.
For convenience running the script will add drivers to Speaker.volume.  (Note will cause problems if speaker objects are sharing speaker data) for each speaker object in scene.
Will be verbose to the system console as there are print statements. Could look at the angle between vectors, or drive the mute property.
import bpy
from mathutils import Vector

context = bpy.context
scene = context.scene

def speaker_vol(spk, name):
    cam = scene.camera
    cmw = cam.matrix_world

    cam_vec = (cmw * Vector((0, 0, -1)) - cmw.translation).normalized()
    spk_obj = scene.objects.get(name)
    if not spk_obj:
        return 0
    smw = spk_obj.matrix_world
    spk_vec = (smw.translation - cmw.translation).normalized()
    print(spk.name)
    print(cam_vec)
    print(spk_vec)
    print(spk_vec.angle(cam_vec)) # angle in radians
    print(spk_vec.dot(cam_vec))
    return max(0, spk_vec.dot(cam_vec))

# register this driver
bpy.app.driver_namespace["speaker_vol"] = speaker_vol
# set up the drivers
speakers = [spk for spk in scene.objects if spk.type == 'SPEAKER']
for spk in speakers:
    fcurve = spk.data.driver_add("volume")
    driver = fcurve.driver
    driver.use_self = True
    driver.expression = 'speaker_vol(self, "%s")' % spk.name


text:
"Spikes" are created when I add a sub surface modifier to my model, even though everything in edit mode seems to be alright
Just like my title says, I add a sub surf modified to my model and I get these weird spikes. Its like an intersection gone wrong but I am not sure what is going wrong and what I should even be looking for... Lots of 3D experience, but very little Blender experience.
I was having trouble with duplicate edges just before this started happening, so I deleted all of the bottom edges and started over. Its built pretty simply so I am not sure where its going wrong... Quite simply I just want the bottom edge to be smooth, so that is my ultimate goal.
Also, on a side note, not sure what the red lines are around the other bottom edge. I believe it is a bevel or fillet of some sort but I don't remember what I did to get it on there...
Thanks in advance]1
[]2
[]3

The red lines are edges that you marked either as sharp or as seam, to clear them use ctrl+e and select clear sharp or clear seam if you need to do that.

Regarding the spikes, have you tried to remove doubles? That might be causing the spikes.

I did try removing doubles. I did that command to see if there were extra vertices, which it says there weren't. Then I made sure I had no duplicate edges as well. Thank you for the information about the red edge!

Could you upload a copy of the blend file so I can take a look at it?

https://drive.google.com/drive/folders/1iDSUKmJChUt5ypqBATz5WtVsuo68jz5-?usp=sharing

Not sure how to upload files but that's a link to a drive file with the model. Thanks

I applied remove doubles and changed the merge disance to 0.030 and it merged 18 vertices. That resolved the spikes issue. Your main problem is that the overall topology of your mesh is not ideal for subdivision. For clean subdivision your model should be predominantly quads.

Awesome! Thank you, could you explain a little more about this process (I am at work right now otherwise I would try it out). I assume you do the "remove doubles" and click F6 to bring up the sub menu? Again, I am fairly new to the game... Thank you for the helpful information and answer!

To remove the spikes press  Space  search for "remove doubles" then hit  F6  to open the setting popover and adjust the merge distance to something like 0.03 to merge vertices that are very close to each other. That should take core of the spikes
Your main problem is that the overall topology of your mesh is not ideal for subdivision. For clean subdivision your model should be predominantly quads.
There is a good article on different types of modeling by Gleb Alexandrov that you can view Here

As Samir Rahamtalla pointed out, I simply needed to add a value to the "merge distance" after using the "remove doubles" command. The value .03 worked well for me. Thanks again Samir!

Please don't add "thank you" as an answer. Instead, accept the answer that you found most helpful. - From Review

I tried to figure out how to do this without his answer being an answer (it was just a comment and there seemed to be no way to change it). This is like my third day on S.E. so I apologize I am trying my best! :p


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How to get rid of sharp edges

I tried smoothing it out, but it still there. How do i get rid of it.

Are you using subsurf?

please share this part of your object so that we understand its topology: https://blend-exchange.giantcowfilms.com/

Generally its not just a case of adding a subsurface modifier it depends on the topology and what you are trying to achieve. By adding a subsurface modifier to the above it will round the edge completely as there is not control loop to stop it. A bevel modifier with shade smooth possibly or work on the topology.

If you are sure that there is no edge separation in that part just press 'smooth' button in tools panel.

If your surface is flat, your model would be cleaner if you check that in that broken part, all of the vertices are placed in the same plane.


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Imported OBJ doesn't seem to render correct in object mode
i'm very new to Blender so keep in mind that this could completely be my fault ;).

What am I doing wrong, i can't seem to fix this problem. To me it looks like it is a rendering problem, and not a model issue.
I'm using blender on a macbook pro 2016, blender version 2.79b.

Just a viewport clipping issue: https://blender.stackexchange.com/questions/4946/where-can-the-viewport-clipping-parameters-be-changed

hm, i vote to reopen because in that question cliping is because of zooming to close to the object, but  in this question because of scale. Answer should be different.

Even if it is different by some subtle detail, this is still a very poorly researched question and it is extremely frequently asked. It should not be reopened in my opinion.

It seems to me that it is like a clipping issue here:
Where can the viewport clipping parameters be changed?
But, for me it's more about scale. Normaly, objects fits in default clipping settings, but your is so huge! So I suggest you this:

Select all the staff, (it's looks like it is already selected) when press S,0,.,0,0,1,Enterto make it 100 times smaller (or even more if you want).
When apply scale by pressing Ctrl+A -> Scale

Unfortunately import OBJ does not have scale option


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How do I change the axis reference point of an object?
I wanted to create a cone, but when I changed its dimensions, It randomly put the axis reference point at a weird location that makes the positioning of the object (using the numerical location tool) a bit tricky.

So I'd like to put the cone's local axis reference point at a more comfortable location, like the center of the circle base. How do I do that?
Thanks in advance.

Blender doesn't randomly change the origin.  Chances are you transformed in edit mode.  Related https://blender.stackexchange.com/a/42110/15543

You need to set the object's origin to the center of the circular base.
Go into Edit Mode (Hit Tab). In edit mode you can select vertices, edges or faces. To switch the mode to vertices, or edges or faces hit CtrlTab. Select the one that's convenient for you.
The goal is to have the center vertex on the circular base selected or a loop of edges around the circular base, or all the faces of the circular base. Whichever's center point is at the center of the circular base. Now set cursor position to selected. Use ShiftS. Select cursor to selected. Now exit out of edit mode. Hit Tab.
Now set the origin to 3D cursor. Use ShiftCtrlAltC. Set origin to 3D cursor. Now you can position the object in reference to the new object origin. Done. :-)


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Cones on a pointing out from a cylinder
I am very new to Blender to please excuse me if I might use the wrong terminology.
I would like to coat part of a sphere will well packed cones. With this I mean that the cones will have two radii, one connected to the outside of the sphere (let us call it r1), and one sticking out (r2) of the sphere, similarly to what is shown in the image below.

One approach has been to simply make the cones by hand and try to match the radius of curvature of the sphere with that of the cylinders, however, this has not turned out great because:
1) I have not found a good way to match the radius of curvature of the sphere with r1 and r2.
2) I have not found a good way to snap the sides of the cones without deforming them. I want to snap them while only rotating the snap element (or target).
3) Doing this for many many cones would be very tedious.
Another approach I have tried was to make an array of several cylinders (r1=r2, same top and bottom radii). I then used a sphere as curve modifier to get a curvature. This worked quite excellently, for one radius. As seen below, the top radius (r2) will be kept intact whereas the bottom radius (r1) is deformed into a oval shape.

So the main issue here was:
1) to keep the bottom area as a circle, and not deformed into an oval.
2) Also for this approach it would be handy to be able to snap the arrays together
A third approach was quickly tried, which involved duplicating a cylinder on all the faces of the sphere, resulting in the rendition below

The problem here is that the cylinders are of different size but internally have the same top and bottom radius, so this was not the best approach.
Do you have any advice on how to solve this? I am open to all kind of solutions, as there are probably a million ways to actually do this, with more of less finesse.. And I apologise if this is way to basic or if my problem is not very well described.
All the best
Glassmacka

Maybe this can help https://blender.stackexchange.com/questions/56535/how-to-make-a-spiked-sphere

Look at the Dupliverts answer on @DuarteFarrajotaRamos link and then tweak the R1 and R2 in real-time until you get the result you need.

Mathematically, the problem of packing circles on the surface of a sphere is hard. The most dense packing  pattern is not regular.

This seems to work! A little tweaking but that's fine. Thank you very much!

Here's my attempt:
Use a particle hair system, using a vertex group for density, growing from the vertices of the sphere (or faces, adapt to taste).
Muck about with the scale of the end caps of the cylinder, and the number of segments of the sphere for you needs...
Anything like what you're after?

Can't work out how to throw the blend file on here so-
https://www.dropbox.com/s/z8hpfk6rpbjpvbs/SphereWithConicalHair.blend?dl=0
Cheers
Mark

Thank you for the suggestion, this was a nice way to try it out! However, i didn't seem to be able to put the cones in a precise lattice the way i wanted.


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Keyframing with Python
I'm working in a project school. I have created an app, that takes information of the accelerometer and the gyroscope from my mobile while I am moving it. This app generates a .txt, with all the values of both of them.
The text file shows the x,y,z values of the accelerometer and x,y,z values of the gyroscope of the specific movement that the app recorded from the mobile. It is like this:
ACELERÒMETRE:((()) -x1,z1,y1- -x2,y2,z2- -x3,y3,z3-....... -------GIROSCOPI:(--x1,z1,y1- -x2,y2,z2- -x3,y3,z3.....
The question is, how I could send this values to the blender. I have tried to do it with the python console of the Blender, but I have no idea to do it.
The link for one of the files

In realtime? Otherwise see: https://blender.stackexchange.com/a/24229/31447

No, I only want to put the results of the file in the "ROTATION" and "LOCATION" values of Blender in each frame.

Ok, that's easy. Please share a simplified version of your text file containing some values to play with, also see my answer here.

Thank you for your help. Here is a simplified file: .txt file


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Force a Blender operator to always start with default values
I'm writing an operator for which it is crucial that every time it gets called all the properties are set to their default values.
The ops.object.delete has 1 param. use_global. It is always false, no matter what the user put in last time it got called. I would like to replicate exactly that.
(For example: I want to modify delta scale. The default val for my_factor is 1, so nothing happens until the user alters that number. If the user calls the operator again, it will have stored whatever number the user has used last, however I want it to always start with 1.)

if someone wants an answer adding a condition, like if the operator is running on a new object -> default value, else previous value, I posted an answer there. because the moderator thought it was off of topic. but thks for the question it was exactly what I needed. and just adding a condition to this... https://blenderartists.org/t/force-a-blender-operator-to-start-with-default-values-if-condition/1322390

Add 'SKIP_SAVE' to the blender property option set.
When defining properties for the operator, any with 'SKIP_SAVE' in their property definition options set, will (like the name suggests) not be saved, and revert to their default value the next time the operator is invoked.
    scale_factor = bpy.props.FloatProperty(name="Scale Factor",
            default=1,
            options={'SKIP_SAVE'})

Also a nice approach, also in my case simpler. Thank you.

Your answer has helped me A LOT. Many thanks!

Add an invoke method to your operator and reset your property.
import bpy

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"
    bl_options = {'REGISTER', 'UNDO'}

    d_loc = bpy.props.FloatProperty(name="Delta Location", default=1)

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

    def execute(self, context):
        delta_vector = (self.d_loc, self.d_loc, self.d_loc)
        context.active_object.delta_location = delta_vector
        return {'FINISHED'}

    def invoke(self, context, event):
        self.d_loc = 1.0
        return self.execute(context)

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

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

if __name__ == "__main__":
    register()

    bpy.ops.object.simple_operator() # test call

Example based on Python > Templates > Operator Simple.
What do operator methods do?

Thank you very much, works like a charm.
Just to be clear invoke() is what happens the 1. time you execute the operator and execute is what happens everytime you change a value?


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Set the world_matrix of a bone
I need to copy the world matrix of a bone and assign it to another bone. Both have different parents. Pretty much what the copy transforms constraint does, but for a single frame without dependencies, because I need it to be set in a certain frame and then put a loc/rot keyframe there.
I am fine with either a script or manual solution (like cursor to selected -> selection to cursor, but for rotations as well)
I found this: Global Pose/Rotation of a bone
But that script gives me an error, that the expected matrix would need to be 3x3, if I put mat.to_3x3() behind it, nothing happens at all. Also since both bones in that script share a branch in the hierarchy I'm not sure if it would suit me in the first place.
I don't care about scale at all.
Thanks

Related

perfect, exactly what I need, I don't know why I didn't find that myself. Thank you.

The link batFINGER provider is the correct answer, just in case someone is wondering: The reason why my bone was expecting a matrix 3x3 is that I used
bone = C.active_bone

the correct way to get the bone is
bone = my_armature.pose.bones['my_bone']

Perhaps C.active_pose_bone whist in pose mode, may have been Ok.


text:
Random black line appearing on glass texture from interaction of noise & fresnel node
Removing noise makes it go away somehow.

Without noise

Glass nodes

The background is HDRI

Your texture has no texture coordinates, and you can't just plug a factor value to a normal input. Match socket colors

I think you probably need a  Bump node between the Noise and the Fresnel Normal - to generate a bumpy surface. The same Normal should be used for the Glossy and Diffuse shaders also.

the goal was to make the glass wobbly, but the wobble only being apparent the shallower the view angle. This is so that next to the window you wont see the wobble in front of you but it is visible farther along due to the change in view angle.

i added a bump node between them & the effect seems to not work (similar to removing noise node)

The noise should connect to the Height of the bump node, not the Normal. As mentioned by Duarte you shouldn’t mix node types. The line is a result of the corrupt normal.

How about something like this :

The Bump node uses the Noise to generate a Normal for the shaders. The 'bumpiness' can be adjusted via the Distance of the bump node. The Layer Weight node can be adjusted to vary the amount the angle with the glass affects the bumpiness (so shallower angles appear more bumpy while 'straight on' viewing is effectively flat).
Note that this is obviously a non-physically based material (since the bumpiness is directly affected by the viewing angle).

So this worked, but apparently i found your original suggestion also worked and had a better effect in my scene; it didn't appear for me initially because it changed the object's sensitivity to noise scale somehow (making it unnoticable). Anyways I tweaked the value & the texture seems fixed!
First solution
This answer


text:
Camera animate from ortho to perspective
I want to animate a camera from a ortho view to a perspective view.  Is this possible and if so, how.  Seems you can only have one or the other but not both.

I'm not sure this is possible, at least to have it do so gradually. Perhaps you could utilize a large number for the focal length rather than true orthographicness?

No.
But.
You can simulate the effect with a pretty old camera effect made popular by Hitchcock called the Dolly Zoom.
https://gph.is/29cUPJK
(can't embed gifs in SE, turns out)
Another example:
https://i.imgur.com/swqHfwS.gifv
Basically you move the camera forward while cranking the focal size (sometimes called "lens size") back simultaneously (or the inverse for the reverse if you want things to "flatten").  You can animate those controls on the blender camera the same way you can animate most arbitrary properties: by right clicking the value and selecting "add keyframe".
I've also seen people put together driver based camera rigs for these kinds of shots.