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How to visualize a value resulted from math node?
How to visualize a value resulted from math node,or just to know it.
I tried the way of scaling this value to the scene size and then pick the color and get the value but I want more effective way to do this.

See @gandalf3's comments on this answer: http://blender.stackexchange.com/a/10675/241

this will work but this is not a handy way,I want a quick way like viewing it like an image.or get it in a panel or something.

Just connect it to an output node; if you're working with materials, connect it to a diffuse BSDF, if you're in the compositor, use a viewer node

Just plug the value directly into compositor output:

Check the Auto Render option in the header to have your composite update.
In the Image Editor see the value with right-clicking on the grey rectangle:

You will see values less than 0 or more than 1 also. No need to scale them.
But you can't see it always, you have to fiddle with the nodes then right-click and check value, can't change node while seeing the output. Blender lacks this functionality.

Theoretically one could make some value visualizer from translating and cropping a picture of numbers with some math involved..or something similar..so here you go:
Image (no need to download its packed in blend):

Blend File with node group:

It will replace your composite with numbers on black background:

This node-group for every decimal of input crops that number from the number-strip (image texture inside the group) and then translates it onto its position.
Due to some rounding artifacts sometimes you might get weird result but its good enough. Its a floating-point limitation.

This is pretty awesome, but what if I need to view the values from a node in the material node tree, not the scene node tree as in your example? I tried copy the material node into the scene node panel and use your method, but the nodes are incompatible, forbidding my copy. Thanks!

@SibbsGambling The nodes that crop and translate the numbers from the texture are missing in the material nodes as you point out, yes. It's more complicated to do this, but not impossible. The translate is just a Mapping node to offset texture coordinates and the cropping needs to be done with a custom node group with less-than and more-than math nodes inside to do the cropping (this might be helpful how to do math on mapping).The resulting texture is all these offset textures mixed together with add.

Thanks a lot for your prompt reply! I'm actually looking for something simpler than the fancy digit visualizer. Your "displaying as RGB values" trick in the first half of the answer will work for me. Is that possible in the context of material node trees? Thanks again!

@SibbsGambling Yes, that's a feature inherent to the image editor. Render the value through an Emission shader with strength 1.0 and righ-click the area in the image editor. Checking the values will work the same as with Compositor output.

Ah, right. What if I need to visualize a 2D array (i.e., a gray-scale image), instead of a single value? There will be texture mapping involved -- very confusing. :-(

this is really amazing!

what was the "need" to include the numbers image in the post if it's already in the animation and blend file...?

@Unknow0059 so without downloading the file and looking inside it the reader has an idea what the image looks like and can better imagine how the thing roughly works.. Does it bother you that it's there?

@JaroslavJerrynoNovotny Yes. It can already be seen in the animation, it's already included in the file. It's redundant.

I have just created easy to use Math Viewer (XY graph). Posted on Blendswap, find there description and howto.

Unfortunately this isn't possible without the clumsy tricks already mentioned in the question.
You might consider asking the devs if this can be changed. See Best Place to put Feature Requests?

Value to String and String to Curves are your friends.

This is geometry nodes, yes? The question was about compositing nodes.

I  made a node group called Interrogator you can find on Blendswap.
To use it:
1) Temporarily insert a Mix Shader after your final shader output (lower socket) and tie the other Mix Shader input (upper socket) to the Shader output of Interrogator.
2) Tie the Display value of Interrogator to the Fac socket on the Mix Shader.
2) Set the Interrogator OFF-ON socket to 1.0 to turn it on, which will over-ride your regular shader with a black-and-white shader.
3) Now just move Interrogator to wherever you want, tie its Input socket to your questionable noodle, and slide the Number socket value around.  The render will show a black and/or white coloring.  The border between the two colors is where the pixel has your Compare value.  This is like having a print statement for your entire render at once, impossible with a console printout.
4) If you want to change your noodle somewhere and see the result just set the OFF-ON socket to 0.
5) I rarely need to use this more than described, but I can also tie the Number socket to another noodle point somewhere to get a rendered output of everywhere that one value is larger than the other.
Wherever the border renders between black and white is where the value of your Number slider matches the Input socket.
I set it up this way because, although I have to insert a temporary Mix Shader as the final output, I can now move my testing node wherever I want and use the OFF-ON control to switch back and forth from full render to test render without re-connecting anything (except the one connection to the Input socket).
This is a guess, but I assume that if I delete Interrogator and set the Mix Shader Factor to show only your noodle output, the optimizer will ignore the Mix Shader and you can just leave it in without any overhead. Make it a habit to put it in every noodle you expect to get messy.
Yes, you have to hunt for the value, but that itself can be very revealing and you can't get lost because black means Number>Input and white means Number

authors: สาธิต สีระยา


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Un-hiding faces and double sided textures
Typically if you look at the back of a textured face you don't see anything but a transparent square.
Is there any way you could make the front and back of the face textured without flipping the direction of the face?
Also, how can you unhide the faces that you previously hidden with H?

Please try to avoid asking more than one question in a single post. (It's Alt+H, but for future reference that should be a separate question in a separate post)

In BI both sides of a face should be textured by default in the render.
If you mean in the viewport, you can switch the viewport shading to Textured in 3D view > Header and set the shading to GLSL in 3D view > Properties region (N) > Shading. Also make sure that Backface Culling is disabled in the same panel.
Note that you will need to add lamps to the scene, or enable temporarily Shadeless in Properties > Material > Shading.
Shadeless is good for editing purposes where you want to see the texture everywhere (no shadows or shading). Note that this will affect the final render, so remember to disable it when you are done.
For unhiding faces, press AltH, or 3D view > Header > Mesh > Show/Hide > Show hidden in edit mode.

Well I am a bit confused now. LOL. Sorry for asking 2 questions in one. I changed all my settings to what you have but now my character is black. Also I don't know what I am doing wrong but I go into edit mode click H on a selected face then click Alt+H and the face is still missing.

@GarrettLozano Strange. It works for me.. Try it from the Mesh menu. Is it possible you could upload your .blend?

Here is the link for the file upload: http://www.pasteall.org/blend/25235. I have all these simple questions because I am still in high school and have worked with blender for 2 weeks.

Thanks. There's nothing wrong with that, (everyone's new at some point) but just try to put one question per post. (this site is a bit different from a forum, in that there is supposed to be one question and several answers which get voted to the top)

It seems the reason your model appears black is there are no lamps in the scene.

Alright well that fixed it is there a way to fix the unhide?

@Pixels_ Did you try it from the menu? (I'm not sure why Alt+H wouldn't work. What OS are you using?)

Yeah it works from the menu but the shortcut doesn't work not even for join meshes (Ctrl+J)? They use to work but now they don't I don't know why?

@Pixels_ Is caps lock on? (sounds dumb but it's got me before.. :P) Can you find the shortcuts in User preferences > Input? What about trying File > Load factory settings?

@gandalf3: There is a small point lamp in the scene, very high. But I think it doesn't matter, since the scene has already got Evironment Lighting set.

@Pixels: Btw, Are you facing a render black issue or a 3D View black issue? Since the camera is very far from the character. If it's for 3D View, try relocate your texture again, until you can view from the texture/material preview panel. I downloaded and relocated the texture from your previous post here http://blender.stackexchange.com/q/3761/696 and relocate the texture, no problem for me currently.

I am facing a 3D view black issue but it is fixed with a lamp near the object. The only thing is some uneven lighting, but oh well. I also got my shortcuts to work Join (Ctrl+J) was working I was just clicking Alt not Ctrl and the Reveal Hidden still didnt work so I changed it to Ctrl+Alt+H. It now works everything is fine now I don't know why it was all screwed up. The question I thought would be the easiest I have asked thus far turned out to be the most complicated. LOL :) Thanks guys!

@Pixels, if the shortcut didn't work, you may consider whether there is another application/software that you are running registering the same shortcut.

@LeonCheung Environment lighting does not affect GLSL shading (in the viewport) though. I think the OP meant the viewport, I tested it and it does come out black. (the point light is too high to register in GLSL view)

@Pixels_ To get even lighting in the 3D view you could enable Shadeless in the material settings. (this will affect the render so remember to disable it after you are finished using it)

@gandalf3 Ah, you are right about that. I just used Rendered mode in Viewport when testing, that's why I can see the tex.

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Revert vertex position to Basis Shape Key
How I can revert the position of a single vertex in a shape key to it's position in the Basis Shape Key?

Use Blend From Shape:

Select all vertices whose positions you want to reset,
Execute Blend From Shape, accessible from W, Ctrl-V or Vertex > Blend from Shape menu,
Set "Basis" as shape key to blend from (by default),
Set blend factor to the maximum value 1.0 (by default),
Uncheck Add, so only values from "Basis" will be blended in, effectively reverting all selected vertices' position.

The UI for the "Blend From Shape" panel appears in the bottom-left, as seen in this screenshot: https://blender.stackexchange.com/a/66636

In Blender 2.8, instead of "Mesh -> Vertices", the "Blend From Shape" button is in "Vertex -> Blend From Shape". When you click it, a small menu will open in the bottom left corner of the screen.

Found an imperfect solution.

Go to Edit mode.
Select the Vertices you wish to reset.
Select the shape key you want to modify.
Use "Blend From Shape" from the specials menu (W key on the 3D view while in edit mode)
In the "blend from shape" tool properties select BASIS shape key.
Blend to 1.0
Turn OFF the "Add" checkbox

That should cancel out the effect of the current shape.

Why is this imperfect? It works perfectly to restore vertices from basis that have been moved by mistake. Thanks!

To create a new shape key from the basis:
You could set the Value of all the shape keys to 0, then press the  button > New shape from mix:

Another option is to Mute the shape keys by pressing the eye icon:

To copy the location of a single Vertex:
Method one:
One way is to manually copy the vertex location from the basis key to the shape key in question:

With the Basis key active, go into edit mode and select the vertex.

Copy (hover over the value you want to copy and press CtrlC) the coordinates in the Properties panel (N in the 3D view) > Transform > Vertex.

Select the shape key and paste the coordinates into the Properties > Transform > Vertex coordinates:

Note that you will have to do this three times, once for each coordinate.
Method two:
Another way is by using a Vertex group:

Select the vertex(s) from which you want to preserve the location.

Invert the selection (CtrlI)

Create a new Vertex group, and assign it to the selection.

In the shape key, set the vertex group value under Blend to the new vertex group (note that this will only work if the Relative key is the Basis):

My intention is to revert the changed position of one vertex in a Shape Key (example: Key 1) to the position of that vertex in the Basis Shape key

I had similar problem. The situation was that I couldn't change vertex groups. So to solve that problem there is an option:

Select your vertices
Select shape key with right shape you want (base in this case)
Go to Mesh > Vertices > Shape Propagate

Attention with this tool, it will move vertices to all Shape keys. It's more like reset, but to all others keys.
If you want only for one shape key, you have to make a "backup copy" of your mesh and transfer only that one shape key.
Hope that helps some.

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How to combine Cycles and Blender render god-rays?
I have tried to add a new scene (Merge) and in the compositor I've added the renderlayers from each scene and then merged them with Color>Mix>Screen.
It seems like there should be a better way.
I also tried to use the File Output node without success.

Here is some test using the suggested methods, still testing:

Here is the Alpha with the invisible selected.  I think this is it!

Did you tried with "Add" instead of "screen" ?

I have edited your question to try and make it less opinion based, please rollback if you disagree with my edits.

If you set Alpha to Transparent in Render Settings > Shading for the BI scene:

The render will have an alpha channel: (Note that you have to enable RGBA in Render Settings > Output to be able to save it with the alpha channel)

(I made the spot lamp red so it would be visible here)
You can then use the Alpha Over node to mix this with a Cycles render:

You could also use the alpha channel as a Factor:

Yup, this is exactly what I was trying to get at... except that it's better ;-)

Multiply would be another good option, but what it looks like you really want is an alpha combine (I think you'd plug your alpha output into the factor of the mix node, not sure). Be sure that your world is being rendered to alpha (straight alpha or pre-multiplied alpha, depending on what you're doing), and that should make it much easier to put one image on top of another.


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Cannot Import .SVG File
I cannot import an .svg file into Blender. I have tried other files and they work. I have checked the User Preferences and the "import SVG" option is enabled.
How can I tell if this one .svg file is formatted correctly for Blender?
Any help is much appreciated.
Thanks.

What was the SVG created in? Did you make it, or was it downloaded from somewhere? Do other SVG files import fine?
Also, if you run Blender from the terminal, add-ons will often report errors there. So if you run Blender from the terminal and try to import this SVG, do you see any errors?

Clarification - this file was created in Illustrator. It was done by a graphic designer I paid to convert a jpeg log into an SVG file. I am guessing that I should have asked for vector paths.

Follow up question - can I import full color SVG files?

I'll bet that you have a rasterized image that's been embedded in an SVG file.
When Blender imports an SVG, it takes the spline curves that define the vector graphic in the file, and convert them to splines (or a mesh) to define it in 3D. Unfortunately, you can have a rasterized (pixel-based, instead of vector-based) image embedded in an SVG project. That image will not be imported by Blender because it doesn't have any splines or vectors.
You can check this by opening the file in an SVG editor (like Inkscape or Illustrator) and trying to select the vectors that define the borders. If you can't select any edges, then zoom in super close and see if you start seeing pixels. If you start seeing pixels, then it's rasterized, not vectorized.
If that's actually the case, then this IS a duplicate of Why can't I import a SVG file from Adobe Illustrator or Inkscape?
I hope that helps!

I was able to load the image into Inkscape. I don't see any pixels. The image is huge though. It is 5 megs. When I get it loaded into Inkscape, it covers the Inkscape canvas. Imagine a pillow covering a postage stamp. My image is the pillow.

More info. My image used a combination of vector and rasterized elements. I am guessing this is my issue. Would I have to have the image redone into 100% vector to make everything work? Thoughts?

Yes, anything that you want to import will have to be vectorized. Look into Trace Bitmap. Inkscape can do that, and Illustrator can, too. You could also just trace it in Blender ;-)

when you save as an SVG from illustrator use the settings below in the open dialog window

I'm more than 20 years in IT, but Blender every day joke me :)
It is just placed new imported objects in so unexpected places, so I usually spend few minutes, to figure out, where new object appear.
And for semi-3D objects things are more complicated.
I mean, objects like imported 2D images and DXF, because they usually imported as tiny 2D rectangle, aligned edge to view, so literally looks as line segment with zero width (when selected shown as yellow or orange line segment, and in ortho view nothing shown when not selected).
Unfortunately, I cannot figure out, how to find this object, I usually zoom-out so see all objects, and select it from outliner, and than rotating view and looking for yellow line segment.
Only two things helpful - I'm careful pupil and nearly always import in flat ortho view (I prefer front ortho or top ortho, but right ortho also good), so all times imported object aligned with two axis.
And second, when import I place center of viewport close to zero coordinates, and new object is appeared not far from 3D cursor (depends on size of svg image outline, but usually within classic first Blender cube, 1 blender units size).
It is easier to find knowing this.
As I import svg to emboss it, than I choose from menu: object->convert to mesh from curve...
And than switch to edit mode and extrude along normal, and now it become new blender citizen with all 3D rights :)
Sure, better to import such semi-3D object into empty blender project, than make all need transforms with it; make it complete 3D object; save as .blend file and than import from these .blend file as from library.


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Why are my creases horizontal instead of vertical in the sculpt mode?
Whenever I try to sculpt creases (I am modelling a couch), they come out horizontal instead of vertical, no matter in which direction I drag the cursor. I also tried switching sculpt planes. I would really appreciate an answer, since it's sort of urgent.

My first guess would be that you don't have enough geometry in your couch. If all of your polygons are long, thin, horizontal polys, then that's going to affect the way it looks.
There are two ways to solve this problem. One is to manually add more geometry. You want the density the polygons to be the same across the whole couch, and you want them to all be as square as possible. Insert Edge Loops (ctrl+r) will probably be very helpful if you decide to try this approach.
The other solution is to use Dynamic Topology. This will dynamically add geometry as needed, but it will still have an easier time if your geometry is even and consistent.
From the Manual:

Dynamic topology (AKA dyntopo) is a dynamic tessellation sculpting method, adds and removes details on the fly. Dyntopo is quick, just get a brush and start to sculpt. Dyntopo will add details base upon your brush size, detail type and strength.

I really appreciate your answer:) I guessed this might be a problem too. I had many horizontal edge loops, and practically no vertical. However, I have applied a subsurf modifier, and after that I tried to sculpt. Do you think this might be a problem? I also thought I could use remesh modifier, but my knowldge about sculpting is poorer than just poor:) I will definitely try to use Dyntopo:)

Adding edge loops really helped. Dyntopo makes my laptop work slower than a snail, so I used the first method. Thanks again for your kind advice:)

You're welcome! Applying the subsurf modifier would neither have solved nor caused the problem. The subsurf would have just subdivided the long thin polys into smaller, long thin polys ;-) I'm glad you got it working!


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Glossy Shader not what I need it to be
I am trying to make a die that looks glossy (as most dice do), but using the glossy shader in the way I did fades out the texture underneath. The pips turn into a grayish metallic color, and the whole image texture looses its strength.
So I need to find a way to make it look glossy but still an obvious texture underneath. How can I do this?
This is on 2.73.

Maybe go on www.blendswap.com, download a material of your liking and use that for reference to work off of.

notice how the pips on the top are not black, but more of a greyish color? I need them to still keep the black color while being able to shine.

The problem with physically based rendering is that there are a lot of environmental stuff you have to build around your model to make reflections (or gloss) look good.  Try using an HDR environment map or a more complicated area.  Black worlds make gloss renders dull.

This answer won't be an answer to your question directly, but I believe it will help you achieve what you want.
Before you do anything in blender, first try this:
place a lightsource low on a flat, slightly reflective surface, for example a wooden table. Look at the reflection of the lightsource on the surface from a high point of view and a low point of view. You will see that the surface is more reflective when looked at from a low angle than a high angle. Basically, the angle at which you are looking at the surface influences how reflective the surface is.
Now back to blender.
In order to create a realistic looking material, you need to use the same principle. In your current node setup, you are simply mixing a glossy shader with a diffuse shader. This means that your object will be half the color of the texture, and half the color of the light it is reflecting, which is most often white. And a black texture and a white reflection create, as you can probably guess, a grey mess, no matter from what angle you are looking at it.
In order to fix this problem, you need the material to behave like a real world material, like the surface from earlier in this answer. This sounds much harder than it actually is, the only thing you have to do is connect a fresnel node to the fac input of the mix shader, and you're done.
The fresnel shader connected to the mix shader:

From left to right: a diffuse only material, a material with diffuse and glossy mixed with a value of 0.5, and the above material with the fresnel node.

Your texture is being washed out because your Fac value is too high.
Your mix shader controls how visible the gloss is (but not how sharp it is), versus how visible the diffuse is. Turning the Fac value down will mix in less gloss, and let the diffuse show through. This is to be expected. Think about a VERY shiny floor. If you can see your reflection in the floor, you can't really see the color of the floor. The more like a mirror it is... the less you can see the diffuse, and the more you see the reflection... just like a mirror.
Ezra's suggestion is a great way to make your gloss more realistic, but it only incidentally changes how much gloss us used.


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How to resume a render that got interrupted?
I was rendering a video and my computer turned off because of electricity problem. Is there any way I can resume the render from where I left off, without having to start all over again?

If you have the front of the video somehow intact, you can continue rendering from that frame (please save as .pngs first), then sequence it together in the Video Sequence Editor, covering the corrupted parts

If I were this person I would feel that the comunity felt more interested in bashing me for doing it wrong than helping…

No, it's not bashing, it's just an answer that lots of people know off-hand, and is a pretty consistent rule. I'm not seeing any insults, just lots of answers.

...in fact many of the answers include sympathy over having experienced this very problem.

If you were rendering out frames as individual images, then you should be able to just set the "begin" frame to the last rendered frame, and go from there.
If you were rendering to a video file, then no... there is no way to you probably can't get all that work back. The file that got created (if it got created at all) is probably corrupt and unrecoverable. It's possible that the video file will still open in the VSE, and just have an unexpected end, or be shorter than it should be. I've never been able to, but IF you can open it, you can determine the end frame, render the remaining animation (to images), and stitch the two animations together after the fact. Furthermore, rendering the partial video file to individual frames might make that stitching process easier, but it will be critical to get the frame rate correct, or you'll end up with odd timing issues.
This is why it's a good idea to always render to individual frames, and then use the VSE to put those frames together into a video file. Once you have the frames rendered, rendering them into a video file is a very fast process.

I don't think that's entirely true. I'm sure if I've had video files that will play up to the point the render was cancelled, in which case you could just start rendering from that point and edit together the videos.

Yes, the file may have an unexpected end and behave erratically but information may still be recoverable. Some players may still be able to read the file and the information might still be recoverable.

As I'm a beginner, can you please tell me how to render template to individual frames and how to put those together into a video file ? @Matt

Sure, post a new question asking "How to handle frames as images?" and I'll answer it there ;-)

...or something along those lines

@MDNahidHasan See http://blender.stackexchange.com/q/15142/599

Yup, that's exactly what I'd answer ;-) @MDNahidHasan, the question they're asking there ^^ is a little different, but the answer is exactly what you need.

The best way to render an animation is to save each frame as a.jpg or .png file. Then you use Blender Video Sequence editor to make it in to one single movie. This probably can't solve your problem right now, but is good to keep in mind for the future. Also see: https://www.blenderguru.com/tutorials/rendering-animations/

That ship has sailed. This doesn't help answer his question.

I might as well add to your answer, and highlight that if you're doing any compositing after the fact--even if it's a simple denoise--saving to OpenEXR can preserve the different render layers which you will be using in the final image. (They're very big files, though.)

You may have lost a significant chunk of the data you were rendering. We have all been there lost some renders because of having done just this, it is one of those things that will eventually happen. Its not so nice to notice having lost a multiday render because of power loss or drive malfunction. (Personally I lost a ~12 day render job once because the RAID failed). So learn your lesson, prepare for possibility of failure and you will save time in the future.*
It might be possible to recover some of the data. You may have lost more data than you have expected since some of the data may have been cached and not in the video file and the last I frame may be further back than expected. Like others have explained take a video editor and cut the data at last good frame that was commited to disk (incidentally this may be nothing for certain codecs). Continue from this point and graft the pieces later. However, you might now decide to re-render the whole thing again. So make a small scale test of the process before you commit yourself.
The reason why you never render directly to video files is not really the crash proof nature of things. The recoverable nature and ability to interupt your job for hardware maintenance are just a side effects of a much better workflow. The primary reason is that compression is a bit of a hit and miss game. So you really want to have a uncompressed source out of your renderer so you can recompress the data if your initial compression had a lot of artefacts. So be sure that you are happy with your compression quality before you go further. See this may have been a blessing in disguise.
For similar reasons avoid rendering in future to formats like jpg as they discard data on save and you may need it later whan deciding to change a part of your animation.
* at this point you may feel pople are being rude pointing this out. However in my experience one can not appreciate the facts without experiencing them first hand. So the pain may be in fact useful.

Has already stated here never ever ever render from a 3D scene directly to a video file. Always render to separate image files like a png or jpg sequence.
Now that the mistake was made all you can do is open your video file and see if it is playable and the information recoverable. If so you are in luck.
See what was the last good recoverable frame from the video and extract the information with some video editing software like Blender VSE or other into an image sequence.
You can then continue rendering from the last good frame into an image sequence and then combined the new frames with the old ones using the VSE or any other software you like into a video after rendering.

I would get an external single-file-targeted editor like VirtualDub or Avidemux and use it to identify the last good I-frame/keyframe in the file and trim past it, as @metaphor_set was hinting at. These programs all have commands to jump to the next/prev I-frame, so it should be pretty quick.
You can then get the length of the trimmed video in frames, which lets you figure the frame number to continue from.

If rendered directly into a video file format it's difficult to recover your work. Depending on what format you've been rendering it might use encoding and compression, which in that case is only one of your problems. You'll also need to figure out on which point exactly the process stopped.
Video compression in short is done by saving pixels, thus reducing the amount of data. The best method to save pixels is to reduce them to the ones that change between similar images. The common method is to have keyframe images (I-Frames) which contain full renders and between them you have a "prediction" of the changes that might happen in the next frame. Those frames are called P-Frames (P for prediction. See, there's a pattern here). These are followed by images that contain both the resulting P-Frame and a prediction to the following I-Frame, thus they are bidirectional and called B-Frames.
The sequence is "I-Frame -> P-Frame -> B-Frame ->I-Frame". Since you want to have the most valuable Information in the last picture you'll need to cut the interrupted video on the last I-Frame and (if you manage to find out where the interruption happened in the process) resume your render process from there. The resulting video can then be "glued" to the end of the first video. This most commonly results in another encoding process where you also most possibly will lose data again.
In general I go with what Duarte said. One does not simply render into a video file format ever.


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Game-Logic Problems
I've got a character set up with a basic static animation, walk animation, and a run animation. I've got keyboard sensors set up for the walk and run, and they are linked into AND controllers and ACTION actuators. The static I've setup through an ALWAYS sensor, AND controller and an ACTION actuator. Blender freezes when I try to run. I've tried changing the priorities and turning on "", but nothing seems to work.
Thanks

Do you only have two ACTION-actuators?
What do you mean with freezes? doesn't it anything or is the static-animation played?

the static animation is always running, and when I press W it runs the walk animation just fine, but as soon as I press forward and shift to activate the run animation my character freezes in mid air, and stays that way until I jump out of 'play' mode.

To find an answer I recreated a 'working' example:
Three different Animations called Static, Walk and Run

The Always-sensor is connected with the static-action. This animation will be played always unless an other animations gets played with a higher priority (lower number)
The Walk-sensor is connected with the and-controller called 'Walk' and the and-controller called 'Run'. Because this sensor is the only one, that is connected to the "walk"-controller, this controller will activate the connected actuators if the Walk-sensor gets activated. This will trigger the walk-action whose priority is higher than this from the static-action. This will 'override' the static-animation
The Run-sensor is connected to the and-controller called 'Run'. Because this is an and-controller, this will trigger the connected actuators if ALL connected sensors are triggered. In this case when the Keys [W] and [Left Shift] are pressed TOGETHER. This will then activate the run-action which has a higher priority than the static-action and the walk-action.

Note:
The Action-Mode 'Loop Stop' is chosen because this will loop the animation, but it will not finish the animation, if interrupted.
I made a screenshot of the node-map:

I hope I could help.

Thanks for the response, this is the exact setup I had, changed the priorities, but still doing the same thing. I am running version 2.7.7. Could it possibly a BGE update that I am just unaware of? Keeping in mind I'm don't have a particularly vast knowledge of Blender :/

Ok, so Ihad a better look at your setup and mine did have a few differences, however now that mine IS setup like yours, the animation no longer freezes, but when I activate the RUN animation it just stays on on frame, and once I release LShift it goes back to walk, or static

OH my soul, I did not have an 'end frame' for the run animation! Nevertheless I am grateful for the help guys! people like you make Blender great :)

Great to hear, that it worked and I could help somehow :)


text:
How to add materials_cycles_converter?
I'm Trying to add the Cycles Materials Converter but I can't find materials_cycles_converter? What should i do?
I've looked everywhere on my drive, but no luck. Please help, because I can't find properties in blender, either.

Reform your question , be descriptive and state what you are trying to achieve

Sorry but I already read that but no luck either, I'm trying to add the Cycles Materials Converter in blender,but I have no luck find it

Instead of adding information in the comments, please edit your question. The better formed your question is, the easier time we'll have answer it. Help us to help you ;-)

lol i figure it out :P. i just save as over the script and import it

??? This doesn't help anyone else, though. If someone else has the same problem, we want them to be able to find help from this answer, too!

The Cycles Material converter addon is part of Blender Add-ons Contrib. The contrib addons are not part of the official blender releases, they are normally included with daily builds and some of the custom builds available at Graphicall.org. The contrib addons are considered still under development or not suitable to be accepted into the official addons for some reason. New addons will normally be found here for some time while being tested before they are included in the official addons.
If you want to install the cycles material converter by itself you can download the single script from blender's git repository by going to this page and clicking view raw file, then download file. Once it has been saved to your computer you can use the install from file... button in the preferences.
You can also download the entire contrib repository using git, by following the instructions on this page, or you can download a snapshot from here. Once this has downloaded (and extracted if you get a snapshot) you should place the contents into a folder called addons_contrib next to the addons folder installed with blender. While you can add them to the addons folder with the other addons, it can be easier to update them if you keep them separate as well as making it easy to identify which addons are official and which belong to contrib.
Also note that the contrib addons are listed under the testing category so you need to select that to see any contrib addons in the addons list.


text:
What version of blender for a Mac 10.7.5
Which version of Blender should I download for my operating system? I have a Mac Pentium processor 10.7.5. I have used blender 2.49 a little in the past a but I need to start using exact measurements and heard that only newer versions than 2.49 have that capability and they were easier to work with. Thanks in advance.

Welcome to Blender.SE! We're glad to have you, but keep in mind that we're a little different. This is not a forum, so you should not think of your question as a forum post or a conversation-starter. It should be a clear, specific question that can be generically applied to other situations that are similar to yours. Have fun!

...oh, and please only ask one question per... question. This one can be about "which version" but if you want to know about measurements, you should post a new question. Be warned: do your homework. Measurements have been well discussed already. If you ask a question that's already been answered, your question will be closed as a duplicate. Remember: this isn't a forum. Happy Blending! ;-)

Always use the latest version.
If you're worried about performance, always use the latest version. The latest version has (almost) always been more efficient.
From BlenderGuru's post:

The latest version (almost) always has the fewest bugs, the most features, the best addon support, and the best community support.
Always use the latest version.
If you're interested in how to do specific measurements in Blender, please ask a separate question.

gpu cycles rendering on a mac? good one :D

Lol, fair enough

The current version of Blender can operate on an OSX system of 10.6 or higher. You should be perfectly fine with using your current Mac with the current Blender release!
Alongside Stack Exchange, the official Blender forum and the Blender reddit page are also great resources. For someone starting out, I'd always search these three places for possible answers before asking questions. The Blender Reddit also has a monthly render contest

Just be careful of the amount of addons you turn on as it can slow right up especially if using particles and big samples. This Depends on how powerful your mac is of course but you should be able to run the latest on your system no problems.
I have an IMac 3.5ghz 27"5k with 16gig ram.Its nothing special but It does everything I need with blender. I dont have all the addons activated. I made that mistake early on when I was learning.

blender gets updated almost daily.
for exact measurements you can use  snapping.
You can use the ruler.
Or you can experiment with this addon for extra control
https://vimeo.com/137361362

Just using the most recent version should work.

authors: Давид Марценюк


text:
What's causing these artefacts when rendering my baked normal maps?
I'm trying to bake normal maps for my first hi poly to lo poly sculpt and things are coming out wonky.
I made the low poly mesh by remeshing it in Instant Remesh, and then decimating it further using a Decimate Mod in Blender. It's not pretty topology but it was a fast way to do things and I've seen similar things done online etc, and I just plan on using this as a static character sculpt.
The normal maps are coming out looking weird once I apply them to the Lo Poly model.
Here's some pictures:

Also I have a thread on Blender Artists I started asking for help that also includes a blend file for download.
https://blenderartists.org/forum/showthread.php?435940-Baking-normal-maps-for-the-first-time-and-things-are-looking-funky-on-the-lo-poly-out

The sample method has to be normal map.

Sample method is set to normal. The normal map is mapped to uv I believe

I'm pretty sure that weird artifacts on your bake were caused by the bad topology of low poly mesh. I 've made a really quick and dirty retopology of the model (it's still, like your previous low poly model, around 50 000 verts). I 've also really quickly unwrapped that mesh and baked the texture.
Here are the results and as you can see there are still some artifacts around UV seams. I'm sure you can do it better than I did if you invest some time in making a good mesh and a UV map.

the normal map bake:

Look in the .BLEND file for more information. I removed the high poly model from it because of the size but you already have it, so I guess that isn't a problem.

Thanks. I'm beginning to think that this is part of it. I guess I'm going to have to manually retopo this thing, ugh! Well had to learn someday I guess.

Before you go full in and try manual retopology, take a shot at some automatic or semi automatic retopo algorithms, like ZBush, Mudbox, TopGun...

It seems you have gotten it to work properly, but the surface area that the face takes up in your UVs is too small. Try making a big UV island for the face and rebake.

Yeah, I know, it was just a very quick and dirty UV unwrap (of not manually re-topologized mesh).


text:
My picture looks like recycled paper!
I'm pretty new to blender, started making my first project just to learn the basics of the interface, but when I rendered my image on cycles render,it started showing these grayish dots and messed up shadows, it looked like recycled paper to me so it was the best term i found to describe it.
It may be just my stupidity, but I would appreciate your guys help.
As I said, I'm new to the community and ask for mercy upon me and my mistakes D:
my rendering:

you need more samples

You need to set the shading of your background to "smooth" if that's what you’re referring to by 'messing up with shadows'.
Know that the size of the lamps as set in the properties window has a direct influence of the size of the shadows in Cycles.


text:
Property used like a variable in BGE
In BGE I want to use an object's property like a variable (for example to simulate speed increment for a car). How could I do it using a python script? And in this case could I use only "sensors" and "controllers" (using a python script as a "controller") without using "actuators"?
Sorry for my English. Thanks a lot...

You can see a property as "game object variable". This means it is part of the game object. (A variable is an separate object within a specific context e.g. a function).
Accessing a property the same like dictionary access.
Without check for existence:
propertyValue = gameObject[propertyName]

This fits in most situations. If the property does not exist you get a KeyError.
With pre-check:
if propertyName in gameObject:
    propertyValue = gameObject[propertyName]

This is a good situation when you can't guaranty the property is set, but you do not call this code very often.
With error handling:
try:
    propertyValue = gameObject[propertyName]
except KeyError:
    print("Warning: '{}' in {} does not exist.".format(propertyName, gameObject.name))

This is good when you expect the property might not be set and this situation is no reason to stop and this code is called very often (faster than pre-check).
With default value:
propertyValue = gameObject.get(propertyName, defaultValue)

This is good when you do not want to stop if the property is not set. In this case the default value will be given. Attention: The property will still not be set!
If you skip the default value, the default value is None. Be aware the default value is always evaluated, regardless if the property exists or not. Therefore the default value should be fast to get e.g. already exist or it is a primitive type such as numbers or strings.
Adding/updateing:
gameObject[propertyName] = newValue


text:
How do I get rigid body activation to propagate through a set of rigid bodies?
I have around 3K LEGO bricks tied together and I made them all rigid bodies (active RB). Is there a way to control the way they "activate" and start the simulation?
For example, if those bricks are hit by another object they all start to move at the same time and I don't want this. I would like to see the simulation propagate from the collision point to all the rest of the model.

@Leander They're not asking how to set a property on multiple rigid bodies, they're asking how to get an object to 'activate' as a force passes through a group of objects.

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


text:
Is it possible to not create keyframes automatically when drawing with Grease Pencil?
Is it possible to use the grease pencil without creating keyframes when you draw: I just want a single drawing so I don't need keyframes, but I need to be able to scrub through the timeline when drawing.
I know I can move the keyframes or delete them, but it would be easier not to have any.
I have already tried turning the "automatic keyframe" button from the timeline off.

To clarify, it is not actually a keyframe. This confused me too. The line showing in the Timeline is actually a lime-green color which denotes the usage of a grease pencil. The keyframe is yellow. I would go into the Blender settings and change the Grease Pencil color in the Timeline to something else, so it isn't confused with a keyframe.

@TTTTTTa I think technically they still are keyframes, just Grease Pencil keyframes as opposed to regular keyframes

Yes it is possible. Just hit the button to lock the frame in the grease pencil layers panel.


text:
Why is this button only getting triggered when 'mouseover' is true?
So I made a button with a certain function and I have made more buttons like this and they worked. But this one seems to get triggered when only mouseover is true. Even though it should only get triggered when both mouseover and click are true.
Why is this not working properly?
    import bge

cont = bge.logic.getCurrentController()
close = cont.actuators['Scene']
act = cont.actuators['Action']
act2 = cont.actuators['Action.001']
mouseover = cont.sensors['MouseOver']
click = cont.sensors['Mouse']
resume = cont.actuators['Scene.001']

def actions():
    #animations
    if mouseover:
        act.action = 'Plane.010Action'
        act.frameStart = 1
        act.frameEnd = 2
        act.priority = 0

        cont.activate(act)

    if not mouseover:
        act2.action = 'Plane.010Action'
        act2.frameStart = 2
        act2.frameEnd = 1
        act2.priority = 0

        cont.activate(act2)

actions()

#Turn off guidline and resume game
def clicked():

    if (mouseover and click):
        resume.mode = 8
        resume.scene = 'Main game'

        close.mode = 6
        close.scene = 'Guideline'

        cont.activate(resume)
        cont.activate(close)

        bge.logic.addScene('Main game')

        scenes = bge.logic.getSceneList()
        for scene in scenes:
            if scene.name == 'Main game':
                guide = scene.objects['Guideline']
                guide.setVisible(False)

        bge.render.showMouse(False)

clicked()

Your script does a lot of things that as nearly no relationship to each other. Because of that it is not clear what this code is supposed to do. Finally the Python controller will be triggered independently from your code. It completely relies on the setup of all connected sensors. Just place a print statement right at the beginning of the code and you will see when the controller gets triggered.

Simply use an AND controller:

This is just animating the button. To trigger certain operations there are many options.
Send a message
This way the button does not even care who is processing the command.

The recipient can even reside in a different (but active) scene.

Direct operation
This means the button performs the operation. This creates a tight coupling between button and operation. I suggest to use this only on menu operations (such as switching menus, or closing the overlay scene).
Logic Bricks

Python
There are few ways too. The problem is that you can't connect to the already setup AND controller as there is no Python actuator.
This means you need to recreate the AND controller behavior within your custom brick.

Sample code:
import bge

def allSensorsPositive():
    for sensor in bge.logic.getCurrentController().sensors:
        if not sensor.positive:
            return False
    return True

if allSensorsPositive():
    print("run your code here")

Remarks
I strongly recommend to separate button presentation from button operation. Otherwise your design will quickly become unnecessary complex.
Debug sensor status
If you do not know the sensor status you can run this script. It will print it to console:
import bge

sensors = bge.logic.getCurrentController().sensors
output = ""
for sensor in sensors:
    output +="'{0}' t:{1:d} p:{2:d} |".format(sensor.name, sensor.triggered, sensor.positive)
print(output)

Example:
'Mouse' t:0 p:0 |'Mouse over' t:1 p:1 |
'Mouse' t:0 p:0 |'Mouse over' t:1 p:0 |
'Mouse' t:0 p:0 |'Mouse over' t:1 p:1 |
'Mouse' t:0 p:0 |'Mouse over' t:1 p:0 |

It is

'sensor name'
t: 0=not triggered, 1=triggered
p: 0=evaluated nothing, 1=evaluated positive

Obviously at least one sensor must be triggered to get a new output.

It works on other scripts where I have done the same. Do you know what's causing only this one to act so weird?


text:
Blender 3D-View: Objects aspect ratio off
I'm using Blender 2.73a at the default startup with the cube.
Using Perspective or Ortho, the length and width of the Cube is clearly dependent on the current aspect ratio of the Element HDTV elefw231 screen that I'm using.
If I set the objects scale I can counter and the cube looks like a cube and not rectangular.
Of course then I have to remove it. This is on my ATI Radeon HD 4650 Graphics. My Laptop is not like this.

Setting a non-native resolution can cause this distortion. For HDTV I expect you want 1920x1080 or 1280x720 - change it in your monitor resolution system control panel.

my monitor apparently doesnt support a native resolution

Set the resolution to 1366 x 768 pixel, your (weird) screen's native one, if your graphics card allows it.

ATI Radeon HD 4650.  Unfortunately does not support this mode. But I feel you are probably correct.   Thank you all for your time.

I bought a new video card, and your answer solved my problem


text:
How do I add a non-deformed end cap to a tube?
I want to create some parts that I can reuse for models. I was trying to make a steam punkish exhaust pipe. I want to be able to make the pipe of any length, and as curvy as I like but I want to keep the end cap always undeformed. I approximated my results by hand placing the "crown" at the end of this bezier curve.
I tried to make an array modifier that included the crown as the end cap, but that results in the end cap deforming.

You can add a start cap and end cap to an array, but I don't think you can do that with curve deforms :-/

The start / end cap can be modeled and appended into other projects to use as Start / End cap of Array modifier settings. If the cap deformed probably you setup origins not properly. For info about setting caps with Array see http://blender.stackexchange.com/questions/8750/pipe-with-round-caps-ends

@Matt You can use start and end caps in an array with a curve modifier as well. +Mr Zal What I think the user means is that using the standard Array + Curve Modifier setup the star and end caps also get curved by the curve modifier influence, and I think he wants the caps undeformed.

oooh! I didn't know that! Cool! Yeah, they would probably get deformed, too.

Thinking about this only way I could come up so far is by not using an Array Modifier at all, and using hooks instead.
It may have some downsides and limitations like less flexible texturing and not allowing more complex shapes along the length of the curve, and it wont merge the vertex automatically, but the ends wont get deformed this way, and you won't see any seams if the ends match.
Model your pipe exhaust tip regularly as you did, or append it from a library, whichever way suits you best. Can even be a collection Instance
Instead of using an Array Modifier use the bezier curve Bevel option directly, to give it geometry, you may even use another curve object as section for the bevel. Just make sure the exhaust tip and the section match perfectly so there are no visible seams.
Now align your cap object perfectly with the bezier curve end. That means both position and rotation, including curve handles so they line up perfectly. Try scaling the last curve handle to zero in all axis before hooking up.
Use the 3D cursor to snap the cap in place like Select Vertex > Shift + S Cursor to Selected, then exit edit mode select the cap and Shift + S Selection to Cursor.
Now select the Cap then the Curve (by this specific order) enter Edit Mode on the curve, select the last vertex you previously aligned, press Space Bar type Hook and select the operator Hook to Selected Object
This has the positively unexpected advantage that you can now tweak the shape of or pipe directly from object mode without ever entering Edit Mode in your curve.

On a side note, you can use this with an Array Modifier, but it will not always work perfectly. Since the array is based on segments, depending on the particular length of the curve at a given moment, it may not give an exact count of arrayed items so will get gaps at the end, between the last arrayed object and the end cap.
If you plan on applying the modifiers later you can fix it by hand, you can also use very short array segments to minimize visibility at the expense of performance.

can I use paths, or mesh? instead of bezier?

also, how did you make this gif? it is excellent.

You can use hooks on any type of object, mesh or curve, but the behavior is slightly different for meshes, hooks on curves are smoother because of handle influence. You can capture GIFs using https://screentogif.codeplex.com/

Excellent answer. I need to try this a few more times.

Just one note, you can use this with an array modifier, but it may not yield perfect results depending on the length of the curve. Updated answer above


text:
Moving One Vertex Also Moves The Other
How would I move only one vertex in "texturing"?
Result:

And it doesn't matter what Selection mode am using, it happens to all of these:

Maybe you should seperate the uvs. im not sure if this would make a difference, but if you have a sub surface modifier I would reccomend disabling it to add your texture because sometimes one vertex effects another with that modifier. But im no professional so, I hope this works

You have use_uv_select_sync on. You're moving both UVs because they're the same vertex on the mesh. Click the toggle to the left of the selection mode buttons in your picture.


text:
how can I make a 3D object appear behind an object in a video
I'm considering making a VFX video with Blender and I want a 3D mesh in Blender to render partly behind a wall in the 2D video footage.

How can I do this?

I'm no expert at VFX in Blender, but I would do this (after tracking the footage) by modeling the wall as accurately as possible in Blender and giving it a holdout shader.

What are you trying to do??? don't understand the question ... ok ... hmmm you want to ... a 3d mesh to be rendered behind a wall ... in the 2D video footage. Which means your wall is semi transparent so you could see the 3d mesh? I assume 2D video is the backplate you want your 3d objects to composite on top of your 2D video plate??

I don't see how this is unclear.  The OP wants to add CG objects to 2D live action footage, going behind walls and other objects etc.

Please place an image to clarify you question.  You are encouraging people to guess which in this case is not good.  How high quality do you want your product to be?

How can I add a photo I am browsing though a mobile phone and I see no option for that

Beware, you shouldn't use plain linked Video Tutorials like "Track Match Blend"... It's better not to have help here than a link-only answer.

I don't still know how to insert a photo to clarify my question

This is the link for the photo I want to post:
https://i.ytimg.com/vi/8XOr8yec-ds/maxresdefault.jpg

I included the picture for you - it's a great help to show what you meant. Just look at your questions Markdown Code now to see how this works.

Related: http://blender.stackexchange.com/q/1103/2843

Related: http://blender.stackexchange.com/questions/7613/create-invisibility-cloak-alpha-mask-material, http://blender.stackexchange.com/a/15450/2843, http://blender.stackexchange.com/a/24410/2843, http://blender.stackexchange.com/questions/5131/using-mask-as-a-garbage-matte-to-hide-an-object, http://blender.stackexchange.com/q/23865/2843, http://blender.stackexchange.com/a/14169/2843

Related: http://blender.stackexchange.com/q/7613/2843, http://blender.stackexchange.com/q/33301/2843

Related: http://blender.stackexchange.com/a/5104/2843

Possible duplicate of how to put a tracked model behind a person

There are a couple of ways you can do this, off the top of my head:
1: MASKING - you can setup a simple box mask to remove/hide the part of the 3D object so that it appears to be "hidden" partially behind the wall in the video even though it is a layer sitting on top of the video.
2: PROJECTION MAPPING - this way is more complicated. You recreate the video scene in the 3D viewport, apply the video as textures to each object, set lighting, then position your 3D object and animate as necessary. This gives more accurate results in terms of shadows from the 3D animated object moving within the actual/recreated scene.
Depending on the end result that you're looking for, these are just a couple of ways to get there.


text:
Render Problems with VSE
I have been trying to render an animated movie I made and before the rendering was doing what it was supposed to be doing: doing a sequence render where it renders everything I did in the VSe and the 3D default view...
But that doesn't seem to be the case any more, I changed the render samples to 40 and I changed the resolution to 40%, now instead of doing a "Sequence Render" it's doing just a render... I want everything rendered out that I put into the VSE not just the Scene.

It should default to the VSE if there is anything there. Is it possible you could upload a .blend?

Make sure, under your Render Properties in the Post Processing panel you have Compositing and Sequencer checked.
Also make sure to hit Animation CtrlF12 for your Rendering, not just Render F12.


text:
Audio glitches VSE
In the first 3 seconds of the audio sample here:
https://we.tl/pDHw6ob2JA
You will hear 2 audio glitches. They occur when you have audio cuts in the sequencer, in this sample you have 3 strips next to each other. First clip length is 5 frame, second is 18 frames long.
This isn't the first time I notice this problem and it isn't related to a specific version of blender. I've managed in the past to get ride of these by adding keyframes in the graph editor, reducing the volume to zero at the end of the strip and on the next strip fading the audio in in a similar way. It's a very time consuming process when you have hundreds of cuts and it doesn't work all the time. Do you have any other suggestions? Those of you who have experience with other editing software, is this a problem you've noticed elsewhere or is it specific to Blender?

I do most of my Audio editing in Audacity and only import the final result to be rendered out via Blender.

Here is a new link: https://we.tl/pDHw6ob2JA


text:
Is Dynamic shutter speed in Sampled Motion Blur possible?
I have a single object spinning (at varying speeds controlled by F-curves) along two axes.
The effect I'm going for turns out best if I can vary the Shutter in Sampled Motion Blur for every frame, say, for instance, exponentially from 0.25 in Frame 30 to 4.00 in Frame 80.
Manually adjusting this value and exporting bits of the animation is tedious. Is there any way to control the Shutter using F-curves? Or could the same effect be somehow accomplished using another method?

possible duplicate of Can we use just a script for a driver?

You cannot attach driver or animate the property, but you can control it with script. The script can copy the value from another animateable property. If you won't find the duplicate helpful I'll post a custom script for you here.

@Jerryno I don't really see that as a duplicate. See: http://meta.blender.stackexchange.com/questions/549/duplicate-answer-vs-duplicate-question

@Jerryno Thanks, that pointed me in the right direction. I'm still trying to get the hang of scripting, so an example would be immensely helpful.
I'd want the script to function this way (pseudocode):
for t in frameRange { set shutter = function(t); render frame to image; }

Since this property cannot be animated or driven, the only thing left is to control it with script:
import bpy
import math

def function(frame):
    # modify this function if you want
    return math.pow(4.75, (frame-30)/50) - 0.75

def my_handler(scene):
    # this code will be run on every frame change
    scene.render.motion_blur_shutter = function(scene.frame_current)

bpy.app.handlers.frame_change_pre.append(my_handler)

Run this in the Text editor, render the animation normally.
If you want to make changes after you ran the code, remove the handler first with typing this into the console: bpy.app.handlers.frame_change_pre.clear()
If you would like to animate the value, create a custom ID property for the scene which you can animate (name the property "shutter"):

And use this code (it copies the value into the shutter speed):
import bpy

def my_handler(scene):
    scene.render.motion_blur_shutter = scene["shutter"]

bpy.app.handlers.frame_change_pre.append(my_handler)


text:
Some bones do not move in pose mode
My problem is: I can't move SOME bones in Pose mode. If I try, it only rotates them.
Yes, I know about "manipulate center points", sadly it did not help in my case. Enabled or disabled it does not make any difference at all.
Here are 2 screenshots:

  I may easily move this and 3 other bones.

This one turns dark orange and rotates, instead of dragging.
As you can see on these screenshots, both bones have exact proportions, same parent and no transfer limitations. Clearing/re-assigning parent bone does not help either. To be honest, I have no idea where else may I search for mistake. Any help will be appreciated!

It is possible this might be related to auto-IK ; try going to the toolbar on the left of the screen, clicking on the options tab and turning off auto-IK.


text:
Material node tree is locked
I have downloaded a material off the internet and appended the material into my scene, but when I went to the node editor and tried to change the nodes, I can't.
They are simply locked:

Notice how the nodes are slightly transparent. How can I unlock the material?

See http://blender.stackexchange.com/questions/51633/nodes-are-deactivated-inactive-greyed-out-and-cannot-alter-value

Link & Append
There are two different ways of importing a  data-block from another blendfile as said by the blender references manual's page:

Link creates a reference to the data in the source file such that
  changes made there will be reflected in the referencing file the next
  time it is reloaded.
Whereas Append makes a full copy of the data into your blend. You can
  make further edits to your local copy of the data, but changes in the
  external source file will not be reflected in the referencing file.

When you link a material, you'll not be able to edit that resource.
You can unlink & make the resource local (so you'll be able to edit the data-block) by clicking the little icon next to the material's name in the material tab:


text:
extruding circular shape
How do you extrude a circular plane in two dimensions (e.g. z and y)?
I have a wheel with a tire. I have the rough animation of the wheel, but I cannot figure out how to extrude the tire in two dimensions. I've tried with extrude and scale combined but gives me the result seen in the picture.

To scale in one plane, use Shift+ the axis you don't want to scale in.
For example, if you want to extrude and scale in the YZ plane, you would do E→S→Shift+X.
If you use the 3D Manipulator, Shift+clicking the handle of the axis you don't want to scale (e.g. Shift+click the X-axis handle for the YZ plane).

Wow that is useful! Learned something new already today :D


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Knife tool with Maya Settings
My knife tool (with Maya presets) will not introduce a vertex with LMB, but automatically introduces them on edges when I cross them (despite not pressing LMB). When I switch to Blender presets, the knife tool works as advertised (clicking introduces new vertex, and not automatically when I cross an edge). How can I properly use the knife tool with Maya settings?

You should be able to customize that part on the Maya settings

To fix this, in file> user preferences > input tab, search for the "knife" tool.
Under "Knife Topology Tool" it should say "Knife Tool Modal Map", click on the drop down arrow next to that and find the "Add Cut" shortcut.
drop down the "Add Cut" arrow and change the option that says "Press" to "Any"


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How to calculate specific liquid volume?
I'm new to Blender and have a question regarding modeling of realistic scaled objects.
I'm modeling a complex shaped bottle and I would like to scale it (using metric values) to hold a specific volume of water.
More specifically:

I know the volume of water - 0.5 liters.
I have the bottle model.
I want to know the realistic dimensions in millimeters of the bottle model that would hold 0.5 liters(it's diameter along it's height etc).

Doing this with a simple shape (e.g. cube or cylinder) is easy to calculate but for a more complex object it's not.
Also, is it possible to simulate flow of a specific quantity of liquid? In that way I could fill the model and in a few iterations have the right proportions.

There is an option in Blender for showing meter or imerial, go to the property->active scene-> and select unit you want, this may help.

You could use a cube, to scale it that it has a volume of 500ml, calculate the 3rd root of 500 ~ 7.93 (this should be the edge-length) scale the cube to this size.
For a bottle you might want to model a funnel.
For the fluid simulation setup:

Set the cube as fluid
The vessel as obstacle
The funnel as obstacle

For all set the Rigid Body Collisions shape as Mesh.

Add a domain object as domain
Set the rigid body types to passive otherwise they will fall down.
Increase the resolution to ~90 (more would be better but extremely time consuming)
Bake the fluid sim.

After filling your vessel you can use the methods on exact measure as described here:
How to model effectively using exact measurements?.
Instead of pasting all settings I uploaded the .blend here

You don't need to measure the flow of the liquid.  If you place a cube of liquid above the bottle, that you could easily make the required volume, and 'pour' the liquid into the bottle using a funnel you could as you say perform this a few times and scale your bottle to the required size.  This assumes that blender preserves liquid volume during simulation.
There are mathematical models for calculating volume for complex shapes but without knowing more about your specific requirements I wouldn't suggest going to the effort of investigating them.

Simply create an object such as a cube, and calculate the volume of that. Run a test simulation and have the cube pour into your container. The volume of the cube should be the volume of the water inside. Simply scale to fit your needs.


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Scaling a cylinder along both X and Y axis
I am trying to scale a cylinder along both the X and Y axis at the same time, so as to attain the same value.
I have tried to apply a mirror on both the X and Y axis, but this doesn't scale along the Y when I scale along the X axis. Using the mirror, I get the following result:

I am looking for an equal scale on both the X and Y axis.

You can exclude an axis by pressing ShiftX/Y/Z. So to scale on the X and Y you would press S, ShiftZ and then drag the cursor.
With a mirror modifier:

And make sure you do not leave the SHIFT + [axis] keys pressed :)


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Scaling a mirrored object
I have a simple cylinder which is mirrored on both the X and Y axis.
When I scale it along the X axis, the two halves of the cylinder overlap, rather than scale as it would before the mirror modifier was applied:

I haven't used Blender in a while and I know this is a simple fix.

Related: http://blender.stackexchange.com/q/2131/599

Enable Clipping on the mirror modifier:

To get it to scale completely as it would have before deleting half and mirroring, you must use the 3D cursor as the pivot (.). The 3D cursor also has to be in the center of the cylinder. The easiest way to get it there is selecting middle vertices and pressing ShiftS>Cursor to selection.


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Is it possible to use the 'Split' tool in Python?
I was wondering if it is possible to activate the 'Split' tool in python. I'd like to make a script that loops through the selected objects polygons and splits them, creating an object with all its faces separated from each other. Is this possible? If not, is there a work-around? If none of this is possible, then could one make a script where it selects a face of an object, and selects the next face when the user presses the Y key (the hotkey for 'Split')? Thanks for any help in advance.

This can be done using the bmesh api.
The operator you are looking for is bmesh.ops.split.
However, the functionality you want to create is already in blender, with CtrlE> Edge split, or bpy.ops.mesh.edge_split
Note that you could also create and apply an Edge split modifier, however it's probably easier to use the edge_split operator.

As for selecting the "next face", you can select a face by setting its select value to True:
bpy.context.object > data > polygons > select
E.g. bpy.context.object.data.polygons[0].select = True will select the face with an index of 0 in the active object.
Note that you have to be in object mode for this to work:

The mesh data is accessed in object mode and intended for compact storage, for more flexible mesh editing from python see bmesh.

You can set the mode with the mode_set operator, e.g. bpy.ops.object.mode_set(mode='OBJECT')
How you define the "next face" is up to you, as AFAIK there is no absolute definition of which face should be the "next" one.


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Moving a surface from one side of an object to the other
I am trying to make a minecraft mouth. If I went simple I would have no questions, or if there was a tutorial or a tutorial for blender at least. But me being me I have to make one of if not the best rig out there. I am new to blender so to all of you who answer my questions I appreciate it for taking your time to answer all these simple questions for one rig.
Here is the mouth before the move (The program the guy did this in is Maya, but most things are the same):

Then here is the mouth after the move:

Do you want this as part of the rig, or do you want to know how to move it with modelling tools?

Select the faces for mouth, press Y to split;

Press S > X > -1 to give it a mirrored scale along its X axis. Done. (or CtrlM > X)

P.S.: I'm not so sure about the word "rig" you mentioned here, suppose you are trying to animate it, then I suggest using Blender's ShapeKey feature in this case. Demo file included.

I am going to be animating the mouth but first I need to do the inside.

Based on the title, I assume you want to do this with modeling tools.
Leon Cheung's solution is good, except in your original screenshot there are no faces here:

So selecting those faces and the inset faces and then mirroring will not work.
Instead you could use the Snapping features:

There are two types of snap operations that you can use in Blender. The first type snaps your selection or cursor to a given point while the second type is used during transformations (translate, rotate, scale) and snaps your selection to elements within the scene.

Transform Snapping:

With the inset selected, press Y to separate:

Enable Snapping () and Auto-merge editing () in the Header, and set the Snap Element to Vertex:

Press G to grab and move the cursor over one of the target vertices:

The separated selection will be automatically merged with the overlapping vertices by Auto-Merge, eliminating the need to use W> Specials > Remove doubles.
Snapping with the 3D cursor:
Another way to do this is with the 3D cursor:

Select the edgeloop around the extruded region and press ShiftS> Cursor to selected:

Select the separated region and press ShiftS> Selection to cursor (Offset):

(If you have Auto-Merge Editing enabled this step in unnecessary) Select at least the overlapping duplicate vertices (I most cases it's fine to select all) and press W> Remove Doubles:


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How to make an object's texture conjoin when exported to Photoshop?
I have an object that I have created in Blender out of a bunch of cubes. When I export it .3ds into Photoshop, the cubes are each individually texturized, but I want them to all blend together as if they were all one object. I can't for the life of me figure this out.

You can clearly see each individual cube, but I want them to all blend together as one object. How do I do this?
Thanks,
Eedis

Do you want to physically join the cubes? or just make it look like they are a single object?

I know how to physically join the cubes, CTRL+J, but it didn't make them look physically joined after the export. So I guess the latter of what you asked; 'make it look like they are a single object'.

When you make the a single object with Ctrl+J, they are still separate. You can merge them together by removing the duplicate vertices, with Tab to enter edit mode A to select all W > Remove doubles to remove the duplicate verts. Note that you may need to tweak the the merge distance in the redo menu.

Awesome! Thanks! :) If you answer the question, I can register and then vote your answer for the rep. :)

To physically merge the cubes into one solid mesh:

Join the cubes into on object by selecting them all and pressing CtrlJ
Switch into edit mode (Tab), and remove doubles (A to select all and then W> Remove doubles)
You may need to remove internal faces too. Select internal faces by pressing Internal faces in 3D view > Header > Select, then delete them with Delete> Faces.


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Trying to put color on part of object

I'm trying to make pokemon but I have some problem, i use circle select tool - C in edit mode to select part of object and then I put white color on that part but there are just some stains on the character and not the entire white circuit. Can someone help me, I don't know what to use.

It looks like you have some coincident geometry, but it's hard to tell what's causing it. It's quite possible that you have two copies of the same thing there, one of which is getting the material you want, and the other is covering it up. Right-click and drag on that model to make sure there's not another one underneath it.
Make sure that you're doing your selection in wireframe mode (not shaded), so that you're certain you're getting all the vertices. Keep in mind that you'll have to DEselect any vertices on the opposite side of the model, that you don't want to use that material.
I hope this helps!

I was working in solid mode. Now it is all good! Thank you. You're the best!

Glad it worked!


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I have a problem with my lighting and shadow
I use cycles GPU. My light source is at left but the shadow also at the left. I think that the point light did'nt work and it uses scene light. I try to tick on the scene world under viewport shading and it turn all dark. I even don't understand the lighting option under the viewport shading. And when I render, the picture is darker than preview. Thanks for your help!

The second screenshot shows a correct preview, since Scene Lights and Scene World are enabled. If Scene World is disabled, an HDRI is used to light the scene preview. With Scene Lights off, your point light is ignored, hence the wrong shadow. The options are explained in the manual.

Scene Lights
Use the lights in the scene when rendering the scene.
Scene World
Use the world of the scene when rendering the scene. When turned off a world will be constructed with the next options.

HDRI Environment
The environment map used to light the scene.
Rotation
The rotation of the environment on the Z axis.
Strength
Light intensity of the environment.
Background
The opacity level of a very blurred version of > the HDRI will be rendered as background in the 3D View.

If you want to modify the actual world settings used for the final render, then you will have to go to the World Properties or use the node editor.

If I turn on or turn off the scene light, the shadow still at its place (left side) even tough the point light at the left side. I think no change when I turn on or off the scene light. The change is at the scene world only, it becomes dark when turned on.

Both need to be enabled in order to give you an accurate preview for your final render. It's dark because you only have a point light in your scene and your world has the default grey color. You can add an HDRI to the world which will be used in the final render, however that has to be configured in the world tab or in the node editor, not in the viewport settings. You could also add other lights, like a sun, point, spot or area light and setup a three point lighting.

The incorrect shadow with Scene World off is caused by the HDRI that is loaded (as shown in your first screenshot). The light direction for it apparently comes from an opposite direction, but since it's much stronger than your point light, it still casts a shadow (despite your point light being there). If you adjust the rotation slider, the shadow should move.

okay thank you. Really appreciate that!

@AzizAkmal. Please don't add thank you as a comment, upvote the answer instead. If you feel it completely solved your problem consider marking it accepted


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Why I change the base color, nothing happened? but when I change viewport display color it change
Why I change the base color, nothing happened? but when I change viewport display color it change.

Because you are currently viewing the display color

Hello and welcome :). You need to switch to material preview.


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Cut Mesh adding a flat surface automatically
I would like to learn how cut a mesh getting a flat surface automatically, so I can 3d print it on that flat surface, and then, have a nice surface to glue both parts after 3D printing them.
I know how to achieve those results on tinkercad, but there should be a way of achieving this, without leaving blender.
Form this model:

I want to achieve this:

What I do to fill the rear is boolean a square, to get the inner shape of the rear.

I get this result

Then I export the model to tinkercad, and cut it.
I try to do the same thing I do using tinkercad on blender

But as you can see I get a gap. This is not printable.

I fill the gap:

But when I slice the model there is something weird with the model

Any experts here know how to achieve this propperly without leaving Blender?
Thanks for reading this!

have you tried the Bisect tool in Edit mode? Also the Line Project in Sculpt mode

It looks like having used a solidifying modifier instead of starting with a base mesh that is already solidified would have been helpful, but I’m not sure how easy that would be to backpedal or if it would be even possible. Do check out bisect.


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Boolean applies only to one quad
I try to boolean the cylinder (it is only one cylinder mirrored) to the car body
This is the result I get when I apply the boolean, only one quad gets pierced

I tried to pierce the quads above and below, and won't pierce. I also tried the operation with a different cylender and it won't work either.
The object I try to pierce with the cylinder (the car body you see) has the solidify modifier active, but not applied
I also tried on the car body object:
Normals>Recalculate outside
Clean up>Delete loose
Clean up>Merge by distance
The Cylinder totally goes through the body I want to pierce

Do you have any ideas why this is happening?
Thank you

did you try both - fast and exact? if yes, please provide blend file

It worked with fast. Nice, thanks!

You are welcome!


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Is it possible to render a panorama in perspectives other than full 360°x180°?
Update
This is now possibly natively as of 2.74. See my answer below.

Is it possible to render a panorama in cycles that is not a full 360x180 view?
E.g. 360° x 30°?
How can I achieve this?

The panoramic camera has three types - the two fisheye types have field of view / fov and lens

@sambler I only see FOV on Fisheye Equidistant. Anyway, I was hoping for something that looked more like a stitched panorama (not a fisheye lens).

This is not a very efficient way of doing this because it requires rendering the entire $360^\circ \times 180^\circ$ image and then cropping off a good chunk of it, but it seems to be the only option.
Here is a diagram:

$H$ is the height of the $360^\circ \times 180^\circ$ image, $h$ is the height of the cropped ($360°\times n^\circ$) image, and $n$ is the desired angle.  When $n$ is $180^\circ$ we can see that $D$ would be $\frac{1}{2}$ the height of the image so $D=\frac{H}{2}$.  From here it is just a little simple trigonometry and we can get:
$$
h = \sin(\frac{n}{2})\frac{H}{2}2 = \sin(\frac{n}{2})H
$$
Using your example of $30^\circ$ we get $h = \sin(15) H ≈ 0.26 H$  A slight rearrangement gives $H ≈ \frac{h}{0.26}$ which you can use to plug in the desired height and get the height you must use to render.

Some using some python to set the render border should fix the efficiency problem. (will accept after I test it)

This is now possible as of this commit (will be in 2.74).

Cycles: Adding field-of-view options to the equirectangular panorama camera
This patch adds the option to set minimum/maximum latitude/longitude values for
the equirectangular panorama camera in Cycles, as discussed in T34400.

360°x180° puts out a 2d image that's distorted so that the angles are now x and y axis correct?
Just render the 360°x180° and cut the x120° (two thirds of the 180°) that you don't want off?

Could you add how to determine how many pixels to cut off? (convert degrees to pixels?)

@gandalf3 to simply crop the 360x180 image to be the same size as a 360x(n) image you can use the formula h'=h*sin(n/2).  Where h' is the height of the new image and h is the height of the 360x180 image.

@PGmath Throw that in an answer and I'll accept it ;)


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Is there a way to add a specific modifier to more than one object?
I know you can copy the modifiers after adding it to one object, but is it possible to add one specific modifier to many objects at once?
For instance, I have many objects with different modifiers and I want to make them all collision objects. If I use CtrlL it copies all the modifiers on the active object to the selected objects. I only want to add a collision modifier to the existing modifiers.
Is this possible?

@gabrign That won't work because copying overwrites all the existing modifiers on the selected objects.. Looks like your are right, this needs a script :/

See http://adaptivesamples.com/2016/01/06/cif-18-alt-click/

@iKlsR I wish.. But doesn't seem to work for adding modifiers (only modifying them)

As I experiened, the Copy Attributes Menu addon can well support this. You can find Copy Seleced Modifers down the menu, which will only copy sepcific modifier(s) without replacing the original stack. Hope it helps.

This is the best solution. Simply enable the add-on in the Blender preferences, select the source and one or more target objects at the same time with the active element being the one to copy one or more modifiers to other objects. Then press Ctrl+C and select "Copy Selected Modifiers", toggle one or more modifiers and press "OK". With properly named modifiers in the source object, this makes it very easy to select only the modifiers that you really want to copy.


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Is Blender crashing because this file is too big?
Context: Noob here. I need to import a .dae file into blender but it weighs 2.22Gb. Suffice it to say, blender crashes when trying to open the file. Activity Monitor app reads an increase in memory pressure coming from blender up to 6.51 Gbs (RAM installed is 8Gb) before it crashes. A decrease in performance of OS is not evident, however, which leads me to believe the file is too big for blender.
I am ready to give up but I wanted to run this by the community before I did.

It's likely that your suspicions are correct: the file is just too large for the amount of RAM you have.
To be clear, it's not too big for Blender. Blender can handle any size file so long as the OS can give it enough RAM, quickly enough. Sometimes there is technically enough RAM available, but the OS can't allocate it quickly enough, so it's not available when Blender needs it. This situation is unlikely for small files, but becomes more and more likely as the amount of RAM you're wanting to allocate at one time increases.
I'd recommend one of two tests, 1) find another system with more RAM to try importing the DAE to see if the problem is with the file's integrity, or its size. 2) If you have access to the original data, export a much smaller subset of the data, and see if that works.
It may be possible to export pieces of the model/scene in smaller files, import them separately into Blender, and then put them back together.
Google Sketchup can apparently import DAE files as well, so you could test importing with that.

I would say that the standard course of action in these cases is indeed to break the data down into smaller manageable chunks and import them one by one, if you have access to the original data that is. That being said 2.2 GB is A LOT of data, that doesn't even seem right. Even if you were able to import that much data which is unlikely, if you didn't find stability issues while importing you will most likely find them handling that much data in a Blender scene later.

That's a good point. I hadn't really thought about the size itself. That's a LOT of data. That being said, I've loaded multi-gig point-clouds into Blender before, and it handled them just fine. Part of that is because a single mesh/object is much easier for Blender to handle than many smaller objects, let alone particle systems, physics sims, etc.


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How to add image texture 'layer' onto material?
I'm new to Blender and I have another problem:
I've got myself nice, shiny material on my space ship, however it's really clean and now I want to add some details to it - stripes, logos, text etc.
Basically, I want to make it like it's another layer in Photoshop with different images.
How do I connect these logos textures to my existing nodes?

Node setup:

What I want to achieve:

Possible duplicate of What is the right way to apply an image texture over a glass or plastic material? or adding a transparent label on material

Yes, this question looks similiar to mine, however I'm gonna need help with setting up nodes

Where exactly are you stuck? Considering this image taken from the first link, you just have to substitute the "plastic" shader with the output coming from your last "Mix shader" (that represents your base shader).

What is 'De-Tile' node? Also when I add my logo texture, it applies to whole mesh, not couple selected faces where I want it.

The node prevents the tiling of the uv map. It basically exclude what's outside the UV box from bening considered. In connection with a proper unwrap it should  help you in keeping the image visble only where you want.

As for the "de-tile" nodegroup, it's no longer needed in 2.76+ as you can now set the coordinate extension mode to "clip" on the image texture node. In case you still want to use the node group, see the question linked from my answer.


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Python Triangle Function Crashes Blender
I am running Blender 2.76b on a 64bit Windows 10 machine, with Python 3.4.2 installed (Blender also is running the same version of Python). I recently downloaded a python package called triangle (which is used to generate a triangular mesh for given a set of points). This function required me to download Visual C++ 2010 for windows which I did and was working fine outside Blender. But when I included that in a Python code which I am running as a Blender script, Blender is crashing. I tried troubleshooting this, it basically is crashing when it is calling a function called core.triang() in the triangle package, and this I'm guessing is inside core.pyd which I can't access. Can someone help with solving this problem? Thanks!
Edit 1: Here is a representative code:
import triangle
import triangle.plot
from numpy import *

A = {}

A['vertices'] = array(((0,0), (1,0), (1, 1), (0, 1)))

B = triangle.triangulate(A, 'qa0.5')

If you can provide a representative sample of the code, that might help. Also, what does "crashing" mean? Is your script producing an error? Is python throwing an exception? Is Blender hard-crashing? What errors are produced? Help us help you ;-)

By crashing I meant hard crashing. Blender closes without throwing any warnings or errors.

Wouldn't recommend using from numpy import * .

I think you're calling triangulate() incorrectly.
From the Manual:

triangle.triangulate(tri, opts='')
  Perform triangulation on the input data 'tri'. 'tri' must be a dictionary that contains the following keys:

vertices - 2-D array that stores the xy position of each vertex
segments - optional 2-D array that stores segments. Segments are edges whose presence in the triangulation is enforced (although each segment may be subdivided into smaller edges). Each segment is specified by listing the indices of its two endpoints.
holes - optional 2-D array that stores holes. Holes are specified by identifying a point inside each hole. After the triangulation is formed, Triangle creates holes by eating triangles, spreading out from each hole point until its progress is blocked by PSLG segments; you must be careful to enclose each hole in segments, or your whole triangulation might be eaten away. If the two triangles abutting a segment are eaten, the segment itself is also eaten. Do not place a hole directly on a segment; if you do, Triangle will choose one side of the segment arbitrarily.
regions - optional 2-D array that stores region attributes and areas.

It looks like triangulate cannot take a simple array, it has to be a dictionary.
Take this example from the Manual:
A = dict(vertices=array(((0,0), (1,0), (1, 1), (0, 1))))
B = triangle.triangulate(A)
triangle.plot.compare(plt, A, B)
plt.show()

Tried with this example as well. It is still crashing Blender. The same code worked in normal python 3.4.2 outside Blender. It also worked within Blender in OS X. It is giving a problem on Windows. Do you think it might be something to do with Visual C++ or .pyd file?

It's possible. Run Blender from a command-line, and you'll be able to see Blender's output after it crashes. That might give you more information.

Error: EXCEPTION_ACCESS_VIOLATION

Interesting....

Blender uses a custom-compiled Python. As a result, precompiled Python modules that target the default build of Python may be incompatible.


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Why don't my constraints and rig update when the target moves?
So I have this basic rig. I have an empty for each bone. Each bone has 'Damped track' to its empty. Each empty has 'limit distance'(from head). No problem with 'limit distance',
but the 'Damped track' causes a few issues.
Grab the Empty and move, click Esc instead of Mouse buttons. The Empty comes back to its original position, but the bone does not keep track.
 PressG(grab) and Esc again without moving the mouse. Then it tracks again.
This is making animation really difficult. I am having to render each frame manually because of this issue. Please help.

What is the larger description of the animation? Many people would insert location keyframes for the empty rather than move it about manually. So the description of workflow seems unusual in a undesirable way. What positions will you locate the empty? The constraint looks like a Track to ... not a Damped track. If you are using keyframes please state so and your pictures should show keyframes in the timeline.

There's a circular reference, which the current dependency graph can't handle properly.

Use the arrow keys to go one frame forward and one frame backward.  This will cause a reposition and repaint.
Currently that is the least burdening user action I have.
Also you have a Circular Reference.

Check your [Console Window] to see a troubling circular reference. Remove the circular reference.

This menu selection opens the console. Image above.

Often software needs to determine a work order by sorting dependencies of Constraints.  Precedence sorting.  Topological Sorting.  For explanation simplicity allow G->D to mean G depends on D. Clear chain of command is easier to understand.  Clear example A->B->C.  Unclear example A->B and B->A
Desired Situation

Your empty constraint should refer to another bone prior to the current one, or the armature itself, or some other created object.

Current Situation Undesirable

Your bone has a constraint that refers to the empty.  The empty has a constraint that refers to the bone.  A->B  and B->A.  Circular Reference.


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Particle pixels problem
I have a big problem with some small pixels inside the bark texture. I tried many times to remove it but nothing.
Here's the render I'm having trouble with:
Here's my Blender file: https://mega.nz/#!gwViVRDI
Thanks

Possible duplicate of How to avoid noisy renders in Cycles?

Fireflies are nothing more than "noise in Cycles" and solved by the exact same strategies.

Use clamping in the render settings

@cegaton There is a sampling threshold above which fireflies WILL decrease. For some scenes, that threshold is unreasonably high. The same is exactly true with other kinds of noise. There is a sampling threshold above which noise decreases, and for scenes in which that threshold is too high, the exact same strategies that reduce noise will also reduce fireflies. The math doesn't change.

@cegaton !10Te3TPxaEtadaeezQlR2VUtnBHz8JsWiKnOMWZNikQ or https://mega.nz/#!gwViVRDI!10Te3TPxaEtadaeezQlR2VUtnBHz8JsWiKnOMWZNikQ

I think the problem you're having is what's sometimes called "fireflies." These are not in the texture, these are part of the render. The short answer is "render more samples." "Progressive" can be useful for this. Just let it render the whole image for as long as you can stand. It'll get a little better with each pass, and you can cancel whenever you want and still have a full image.
This is usually just a consequence of the probabilistic nature of the Cycles renderer. I'm going to mark this question as a duplicate, but I want to at least point you in the right direction.
One strategy that's not well documented is to render the same image more than one time, but with a different "seed" value for each image (set in the render settings). Stack these results in an image editor (careful with opacity math) to average them together, and the fireflies will be much less apparent.
Check out this other answer about why fireflies happen.
Also look at this question about how to reduce noise.
And lastly, this question about why Cycles has to cast multiple rays per pixel.
Hope that helps!