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Arm Polygons attached to Clothes Polygons?
Hi Blender Community,
so i tried to set a rig for this Character and everything seems to be fine except for one thing:
When i move the Hand Bone around the Polygons of the Pants follow (the whole Mesh is one Object the Clothes are not seperate)

Since the Character wasn't build by me, i can not change the Mesh and as seen in the picture (right side)  the original Pose isn't T. Also the Forearm and upper Arm are attached to the polygons aswell. -.-

The first thing that came to my mind was, well maybe it's because of the weight painting but i checked and its doesn't look like that's the problem because there is no weight of the other Bones on the Pants.

Maybe there is trouble with the vertex Groups ? Could it be that ? I personally don't really now how to define which vertices are part of each group because i'm still learning Blender. Does someone know a Solution for my case ?
Best regards
Debbie

This is due to weight painting, just not the bone your using.  when your moving a bone and it's moving part of the mesh you don't want it to, and the weight painting seems to be normal, check all the bones that are parented to the bone your moving.  in this case, check the fingers.
I hope this is helpful.

You are right ! I was just in the wrong Panel, thats why it didn't show me ALL of the Finger Weights thanks :)

Glad I could help. :)

hey, if my answer fixed the problem, could you mark it as accepted? :)


text:
'Pack into Blend' doesn't include .Mov Files
brand new to blender, having jumped ship from Davinci Resolve/Fusion in order to make a music video in a 3d environment.
Loving the workflow so far, but have hit on one big snag straight away.
The prototype project I have consists of some .PNGs mapped onto surfaces along with a Prores 444 format .mov file (its green-screened/Alpha-Channel footage).
Despite checking the 'Pack into blend' option, whenever I ltransfer the project onto a separate Mac, the Video element is missing. I've of course copied over the video file into the same directory path on the 2nd machine, but I can't figure out how to get blender to relink. I just get a blank block where there should be the video of a singer.
Hopefully someone can help a newbie ! Lots of previous experience with Resolve, Premiere, FCPX, pro Tools etc...just a bit stuck with data management here. The final music video will have around 200 elements that will be imported , so keen to get the asset management correct at this stage.
All help appreciated..

Mov files can't currently be packed
As said in the manual at the Packed Data page:

Some typically heavy external files, like video ones from the Sequence
  Editor or Movie Clips, cannot be packed in a blend-file.

Your file fall into the Movie clips category, which unfortunately has been exclude from the files format that can be packed. You'll have to copy between folders and update the path.
If you are using an "image as plane", you should browse in the shader editor the image sequence node and change the path from the Open Image icon:

Hi Carlo, thanks for the reply. If a 'heavy' file like a .mov can't be packed, how do I make it re-link on the new machine? Ive copied the .mov file (144meg) over to the same directory as my blender file, but it doesn't automatically relink. How do I relink it? Cheers !

What are you using your .mov file for? In a material? In the sequance editor? In the Movie clip editor?

Hi Carlo, its '2d section of film' playing inside a 3d environment. It was imported into the project using the 'import images as planes' add-on if that helps .

https://blender.stackexchange.com/questions/47576/how-can-i-move-a-project-that-includes-images-as-planes/47586#47586 https://blender.stackexchange.com/questions/56683/moving-all-files-to-a-new-computer-my-concern-is-links/56689#56689

source: Stack Exchange

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

sort: votes


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Strugging to render my fire animation with Alpha/Transparency correctly
i've made a little fire animation using the particle system that i'm happy with, but i'm really struggling to output it correctly as a 4second .Mov with alpha/transparency enabled so i can import it into another NLE.
I'm making sure that i'm using a codec with RGBA enabled (I've tried them all now) in a Quicktime container.
Whatever I do, the fire looks fine...but the background stays black/non-transparent.
I then discovered the film/transparent checkbox in the render tab. This fixes the transparency, but now all the Orange colour/glow has gone from the fire, & i'm left with something that looks like grey smoke (see screen grab)
I'm new to Blender, but if someone could talk me through what I need to check/uncheck to make this render correctly, I'd very much appreciate it.
Thanks

https://blender.stackexchange.com/questions/57816/how-do-i-get-the-glare-node-to-output-transparent-instead-of-black-background/57824#57824

Blender’s viewer is and always has been broken with regard to alpha encoding displaying correctly.
Apply your rendered fire plane to an alpha over, and you’ll see the emissive yet unoccluding fire return.
Again, Blender’s viewer is and has been totally broken for a decade.

Hi, sorry I don't understand . Are you saying that the render is fine, but how i display it after its imported is the key? Ive imported my fire render back into a blender composition (image as a plane) with the usual AlphaBlend option, & its still looks grey.

If you render it, composite it with an Alpha Over. If you need to save the file, you must use EXR or it won’t save correctly. Does that help?

Oh. So there's no way to export not-broken PNG sequences from Blender...

Correct. PNG is a broken format by design.

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


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Display an armature with one root bone
I have a .bvh file which has only one root bone, and when I import it through blender it doesn't appear. I don't know how I can make it appear so that I can see the animation.

The problem is, that the animation uses so much space, that it doesn't appear anywhere near the center. You could scale the armature and its animation while importing

or use the Graph Editor, which is more flexible.

You can use the Graph Editor to move G and  scale S the F-Curves accordingly. Select the Armature ("bag") in the Outliner, switch to Pose Mode, press A to select the bone and switch a window to Graph Editor.

Thanks for the answer! could you please tell me a detailed steps as I'm new to blender? After importing what should I do?

Thanks, I've done this, but I still can't see the bone armature, its still like a little dot. I want to know how to see the bone as in your screenshot shown in your answer.

could you please have a look at this question http://blender.stackexchange.com/questions/16633/combine-two-bvh-files-with-their-animation-in-one-bvh-file?noredirect=1#comment23738_16633

link updated here

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


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Is Blender a good solution for bringing hand drawn illustrations to 3D life?
I'm completely unfamiliar with animation, but I'm considering learning blender for use in producing educational (physics) content as it was suggested to me that it can be used to do what Henry Reich does in the following MinutePhysics video from 00:53-00:58:
https://www.youtube.com/watch?v=tmNXKqeUtJM
Would "bringing hand drawn animation to 3D life" in the particular way illustrated by this video be relatively straightforward in Blender?  Is Blender a good solution for attempting to recreate that sort of thing?

You certainly could. Import your "hand drawn" textures on to planes. Then just position them in 3D space. Animate the camera moving around and your effect is about done. Depending on how much movement you may want to add a Track To Constraint to each of your planes, set the constraint to the camera. That will make the planes always point at the camera.

Thanks David.  I'm also trying to get a sense of whether Blender would be overkill for doing this sort of thing; do you have an opinion in that regard?

@joshphysics That would depend on what are your other options for software. For the effect in the linked video, I would ether use after effects or blender (probably blender).  I would not call Blender "overkill", it would work great for this.

Ok cool.  I actually happen to have access to after effects as well, but based on my current (quite limited) impressions, Blender seems like a better solution.

For many planes being simulated like in the example video, you might want to use particles and physics to animate them.

Handwriting Tool in BTrace Addon
You can animate handwriting and drawing in Blender using the Handwriting Tool in the BTrace addon. According to the documentation, it "creates an animated curve using the grease pencil." Although I have not used it yet, it looks like it is designed to animate hand-drawn illustrations, just as shown in the video you mention.
There is also a demonstration video there on the documentation page.

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


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Choppy gradients in baked lightmaps
I've modeled some interiors and lighted them with a simple area light.
I'm currently trying to bake the lighting to a lightmap that I can then import into Unity3D Free Version (which doesn't have very good lighting for interiors, and that's why I'm making the lightmaps on blender).
However, the baked lightmap seems to be poor in quality even though I made the texture 2048x2048. It's kinda hard to explain, but basically the gradients are choppy, as if the image was compressed. This is very subtle if I look at the lightmap itself on paint (albeit still visible), but the effect is magnified once the lightmap is applied to a colored material on unity3d:

My baking settings:

See my answer here

Thank you! So I'm assuming I'll have to manually apply dithering on the exported lightmap texture before I import it into unity, as blender doesn't seem to apply it to the baked lightmap.


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Make quad face from where two edges will meet?
I can't seem to figure out the right term, but basically I have a mesh like this:

and I want to make a face, but when I press F I get a triangle like this:

When I want it to make a quad like this:

Is there some easy way to do this? My process is usually making the face, subdividing the triangle edge, manually copying the coordinates of the vertex I want to line it up with, and then moving the vertex via entering the coordinates. Is there some kind of 'make vertex where these two edges will intersect' function that I'm missing? I feel like I'm doing this the incredibly long way.

If you have the F2 addon enabled (comes bundled with blender), you can do exactly what you are looking for.
To enable the F2 addon, open up the user preferences with CtrlAltU or File > User preferences. Then in the Addons tab, search for f2. Enable the addon by checking the check box.
Now you can simply select the corner vertex, and press F. Done.

Do note that the addon decides which direction to make the new face based off of the mouse position.

Direction control
If there are multiple ways to create a new quad, the position of the mouse cursor is taken into account. Of the multiple new faces which are possible, the one which will be closest to the mouse cursor (in 2d screen-space) is the one which will be created.

Quoted from the wiki
Further documentation can be found on the addon's home page.

Oh my god, this is exactly what I'm looking for. It's.. It's beautiful! Thank you! I had never heard of this addon.

That's pretty sweet, never knew this existed!  Does this addon do anything else?

@PGmath http://vimeo.com/57686760 Not much else, but it is quite good at adding faces.

What is this magic! I have been missing out!

@David wow! I use F2 for quite a long time (usually for retopo), but never knew about this kind of 'diagonal based' face creation functionality. UVed.

Messing around and Googling a little bit more I think I found maybe a better way to do this:

Select the vertex you want to extrude

Enable Vertex Snap mode like so (Shift + Tab is the default Snap hotkey)

Hit E to Extrude the vertex, then hit the hotkey of the axis you want to extend it along (in this case, I'm extending on the Y axis so I hit E + Y), and then hover over the vertex you want to align it to

Now the vertex is there, all you have to do is select the two parallel edges and hit F to create a face

This is quite a bit faster than what I was doing, but I'd still like to see if there's a faster method.

This is, as far as I know, the best "purist" way to do this. That is, without the use of add-ons. And if you have assigned custom keyboard shortcuts to switch between snapping modes it is quite a quick operation. I use Alt and ~, 1, 2, 3, 4 for Grid, Vert, Edge, Face, All, respectively.

Here's the way I usually accomplish this (though I would love to know if there is an easier way).

Take one of the edges and extrude it (with E) to approximately where the end of the new face should be.

Change the pivot point to Active Element.

Select the extruded edge and then the vertex to align it with (make sure it is white), and then hit S > Y (or X or Z, depending on which way you extruded the edge) > 0.

Finally, select the overlapping vertices at that corner and hit Alt+M to merge them.

That seems like a long process in a text explanation, but it really doesn't take too long in practice, though it would be nice if someone knows a faster way.  The only other downside is that the face's sides must be orthogonal to the coordinate axes.

For some reason LICEcap doesn't work properly on my tablet, so I can't add a GIF of the process ATM.  I'll try to remember to add it later when I get on my desktop.


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Movements done in script do not show in game view
I am attempting make change spatial properties of a cube by using a Python script which is triggered by keyboard logic. After pressing W the following script gets executed:
import bpy
import mathutils

Cube = bpy.data.objects['Cube']
Cube.location += mathutils.Vector((1, 1, 1))

print(Cube.location)

As seen on the console output in the screenshot, the cube's location gets updated correctly, but in the game view nothing happens. Whenever game mode is exited, the cube is suddenly at the location that the script has placed it.
Am I overlooking some setting or connection here? Using the keyboard modifier to simply change the cube's location in the logic bricks does work, but using a script which changes the location has no result in the game view.

There is no bpy module in game (same problem as this one and this one).
You really are moving the cube. Everything you described proves exactly this.
The console output shows the location changing, and when you exit the game the cube is in the new location.
Assuming blender is laid out like you have it in that screen shot. Exit the BGE, then press the "Run Script" button in the text editor. That will run your code, you will see the cube move every time you click the button.
Now how to make it work.
You need to use the bge module.
To move a cube in game like you are doing now would be like this:
import bge, mathutils

# the object holding the logic brick running this script
obj = bge.logic.getCurrentController().owner

obj.worldPosition += mathutils.Vector((1, 1, 1))

Or if you want to get the object by name:
obj = bge.logic.getCurrentScene().objects['Cube']

I suggest using the KX_GameObject.applyMovement() function instead to avoid potentially messing-up the object's vector math.
Script
import bge

owner = bge.logic.getCurrentController().owner

owner.applyMovement(mathutils.Vector([0,1,0]),1)


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Having rigid bodies sliding off an animated object
I'm trying to create an animation in which an object is lifted from the ground and several smaller objects slide from on top of it and drop to the ground.
Is there any possible way of doing this in Blender currently using physics? In other words, can I have rigid bodies slide down from animated objects? Any strategies/hacks are welcome!

Did you try anything? It should work with RigidBodies with some friction value...

I was always under the impression that animated objects could not participate in rigid body simulations! How cool that this turns out to be wrong (at least for passive objects).

@Antti This is true for Active objects as well. See http://blender.stackexchange.com/q/1552/599

Yes, this is quite possible.
Simply make your animated object a passive rigid body with Animated enabled:

Then make the objects you want to slide around into Active rigid bodies.
Result:

Thank you so much, I didn't even dream that this would be that simple! I was under the wrong impression that animated objects could not react in any way with rigid bodies during the time they are animated.


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Animate alpha in Cycles nodes
I'm making a shader that combines two image textures based on the alpha channel of the texture on top.
Now I need a way to adjust and animate what comes from the alpha-output of the texture node and goes to the fac-input of the mix shader node. I need to make it fully transparent in the beginning and then slowly animate the opaque part in.
My problem is, the color nodes I've tried so far only seem to adjust RGB channels. Is there anything in the Cycles material nodes that can be used to adjust (and hopefully animate) the alpha output of a texture node?

Yes.
The alpha channel is just another array of values, just like the R,G, and B channels, or any other grey, yellow, or purple socket.
So any node which manipulates values can be used to manipulate the alpha channel. For example:

Note the keyframed input in the math node. It's animated from 0 to 1.
Will result in:

@Antti If gandalf3 solved your problem you can click the “accept answer” checkmark on the side.


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How does Blender decide in which window it shows the render
This has puzzled me for years: How does Blender decide the window where it will display the rendered image when I hit F12 to render?

By default it picks the largest area, unless an image editor already exists.
You can alter this behavior by setting the Display option in the render settings:

Keep UI
Does not change the UI. The render will not be automatically shown.
New Window
Opens a separate window containing only an image editor  showing the render.
Image Editor (default)
Renders into an image editor. Turns the largest area into an image editor if one doesn't exist.
Full Screen
Replaces the UI with a full screen image editor showing the render.

To be clear for future users redirected from the linked question (how to select the view for the render result): This is not possible to select the target view, the largest one will always be selected and it can be anything (e.g. the dope sheet view -- IMO there is room for improvement here...) Thanks for the explanation.

@mins If you want more control over which area is used for displaying the render, one way is to use Keep UI and press F11 over the area you want to turn into an image editor/render display area.

One weird quirk of this is that even if you have the UV/image editor open, the render will only appear there if no image or a previous render is shown in there. However, if you are displaying some other image, such as a texture for uv mapping, it will render to another panel. However, you can get back to the previous view by pressing Esc or F11.

In 2.8 I found this in the top menu Render/Display Mode


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Shadowless render pass
I would like to have full control of the shadows in post production.
That's why I would like to have

A shadow render pass containing only the shadows of my scene
A shadowless render pass containing everything else but not the shadows

I know how to accomplish the shadow pass, but the shadowless pass is giving me trouble.
Someone told me to subtract the shadow from everything else using nodes. But how do you do something like that in practice? I tried if using the math node in different modes like "subtract" would help, but the results were weird.
So to recap my question:
How can I create a render pass that has no shadows in Blender?
EDIT: I should mention that I'm using cycles as the render engine.

Blender Internal:
You can exclude a pass from the Combined pass by toggling the camera icon next to the appropriate pass in Render Layers > Passes:

Cycles:
The trick with cycles is that there is direct lighting and indirect lighting.
If you only want to filter out shadows, then it's as simple as dividing render by the Shadow pass with a Mix node. However, indirect lighting gets in the way of this. If you combine the Indirect pass with the Shadow pass, then use that to divide, you will remove all the indirect lighting and shadows. (you end up with a Color pass that has no shading at all).
here are some workarounds:
Renderlayers:
There might be a better way to do this, but you can use two renderlayers:
Layer 1 contains the cube object.
Layer 2 has the lights, floor and background.
Settings for Renderlayer1:
For this render layer all scene layers are enabled to render the object and background.

Settings for Renderlayer2:
For the no shadows layer, the scene layer with the cube is excluded and masked to remove shadows cast by the cube and to create a mask to combine with the other layer later.

Composite nodes:
All that remains to be done is combining the cube into the no shadows layer.
If you have Render settings > Film > Transparent enabled you could use an Alpha over node, or you could use a Mix node with the Alpha of the no shadows layer as a mix factor:

Material nodes:
You can filter out shadows per material with material nodes, e.g. for a shadowless and bounceless diffuse shader:

This will let light through the object when it's bounced indirectly of a diffuse object and when sent directly from a light source:

The obvious downside to this is you have to use two scenes and recreate your materials to use this for compositing.
Object shadow property:
You can also remove shadows per object by unchecking the Shadow box in the Properties Editor > Object > Ray Visibility:

To do this for all objects for use in compositing, you could

Create a new scene from your current scene.

A> select all

After disabling the Shadow box in Object > Ray Visibility, right click it and select Copy to selected to set this for all selected objects.

This will prevent all objects from casting shadows.
You can now use this scene in the compositor as a renderlayer.

Thank you! This definitely seems to work for Blender internal. However cycles doesn't seem to have this option?

@Antti I'll update my answer. Also see this post here

This sounds like a possible solution, but one thing bothers me a little bit: Does this technique basically require that shadow casting objects (cube) are separated from shadow receiving objects (floor)? Then am I right in assuming that this approach wouldn't work if some objects are both casting and receiving shadows?

@Antti Yes. like I said, there is probably a better way to do this..

Just had a though as to how to do this. Not sure if its what you want but I will post it anyway.
This only works with lamp lighting (Not mesh lights - although maybe a node setup on the mesh emitter can be done)
What you can do is duplicate your lamps onto a separate layer and turn off cast shadows in the lamp settings. Then you can use render layers to create a layer with no shadows.


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Paper model effect from Royal Institution titles
There's a clip in the Blender 2013 demo reel that consists of a fly-through of a paper cut-out model. (32 seconds in)
I'd like to have a go at recreating that look. Does anybody have any tips? What are the characteristics that make it instantly recognizable as paper? Is it a subtle texture on the paper itself? Is it the hand-drawn outlines on the edges? Or is it something else, such as the indoor lighting or the focal length?

I would say it is a combination of all those things. Are you looking for tips on how to create those effects?

Related - http://blender.stackexchange.com/questions/362/how-to-add-roughness-to-a-surface-using-modifiers

@gandalf3 I'm an ambitious (almost) beginner, so I'll absorb any tips you have on any of that.

@Derecho For tips on how to create those individual effects, you will probably be best off asking about each one in an individual question.

My thoughts:

Every surface must contain a paper texture, even of only slightly visible.
Make the paper look a little used (dirt, coffee stains, bit crumbled up, more hints)
Light the place as if it was miniature (soft shadows, big lights)
Focus as if it was macro (blurry background)
When drawing on the paper, use near-real pencil.
Cycles - definitely use cycles for this.
Freestyle is not a must, but can help.
Extra help is small dust particles on the ground and flying around.

I think the strong point of that video is realistic lighting: very varied sources and realistic bouncing, warm temperature. Also it doesn't stay on too long, I bet you can get a better result if you try!

maybe some translucency for the material as well?

@krivar Thanks -- that sounds like really useful stuff.

I agree with all that, maybe add a bunch of "look-at" constraints for the character and the things on the desk.

It seems that the look is mostly influenced by the outlines, you could achieve something similar by using freestyle.
You can enable freestyle in the render tab:

In the render layer tab you find several options to control freestyle

A nice blog post on freestyle


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Display list with custom items in panel
I want to display a list of values in a panel, as either a list box or dropdown box. The list should contain the names of custom float data layers for vertices of the active mesh object.
The vertex colors list in the Mesh buttons uses UILayout.template_list, but how can I get it to show arbitrary (non-color) custom data layers? I guess I'm looking for something like:

The API to access the custom data as a list that UILayout.template_list can understand, or
A way to populate a UI list with custom items.

Try using bpy.props.EnumProperty. Its items argument accepts a list, or a function that generates it from context data. For example, I could feed this function:
def get_enum_items(self, context):
    obj = context.active_object
    groups = obj.users_group
    group_names = [g.name for g in groups]
    return [(gn, gn, 'Instance group "%s"'%gn) for gn in group_names]

as item list generator to this property:
group = bpy.props.EnumProperty(
    name = "Group", items = get_enum_items,
    description = "Group to instance.")

so it will construct a list of groups the active object is contained in, on the fly (full code here). I think you can use this method for any named custom data.


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"fake_module: addon missing 'bl_info'" error when installing an add-on
I am trying to install an addon to export models to Minetest.
I tried installing the addon file: B3DExport.py, but I don't see it available inside Prefs/Addons from within Blender. Neither it is available when going in File/Export/
I have tried it both ways:
Using the "install from file..." button), and
by manually putting the file in the addons folder.
Either way it won't show in the File/Export menu. For both .py files
I am running Blender in Ubuntu Studio 16.04 btw.
I have tried Blender 2.77, and 2.71.
The only reason I tried 2.71 is because it was recommended in the instructions to use Blender for Minetest.
Excerpt from the Terminal:

fake_module: addon missing 'bl_info' gives bad performance!: '/home/javier/.config/blender/2.77/scripts/addons/B3DExport.py'
  Modules Installed from '/home/javier/Applications/blender-2.77a/B3DExport.py' into '/home/javier/.config/blender/2.77/scripts/addons' ()

the error you are getting implies the addon is missing the bl_info dictionary, which the source in the link clearly has.  Saving the file in my addons folder It works fine for me using blender 2.77.3 ubuntu 14.10.

Thanks for the info batFINGER. Then the conclusion is... reinstall Blender?

This is odd: I just installed another add-on (Blendermada). Even though this one did install successfully, it also gives that same error:
found bundled python: /home/javier/Applications/blender-2.77a/2.77/python
fake_module: addon missing 'bl_info' gives bad performance!: '/home/javier/.config/blender/2.77/scripts/addons/B3DExport.py'
addon_utils.disable: blendermada not disabled.
Modules Installed from '/home/javier/Applications/blendermada.py' into '/home/javier/.config/blender/2.77/scripts/addons' (blendermada)

Not sure what is going on for you with that.  Recently been emulating, to some degree, addon code for submods of an addon.  The bl_info is a dictionary of details in the addon module. The fake_module is using importlib.import_module (or __import__) to load the addons  which checks that it has a bl_info dic, if there isn't one you get the error you've outlined.  Can you look at the source of the .py files concerned in your .config/.../addons folder and check that the bl_info is there... be something like bl_info = {"description":"Blah",....}.

Finally got around to check the script... and I'm so so so glad you suggested it! Somehow it had more HTML & CSS tags/coding than it had Python coding.
The solution was:

Avoid right-clicking on the add-on file link, to choose "Save link as...".
And just click on the same link so that it shows its code. Then copy all the code into a non-formatted text file, and change its extension to .py


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Can Baking AO be done with Eevee?
So far I have been doing this with Cycles, as it is shown in this YT tutorial
If you're familiar baking AO with Cycles, it's that method where you create a 2nd UV map, and a 2nd Img Texture node but it is not plugged to the rest of the nodes, etc
This method works, no doubt. But Eevee is so much faster than Cycles. It would be nice to be able to use Eevee for this.

Nope, no baking panel in eevee.

:( - Any idea if that is coming in 2020 ?

Eevee use GTAO which is a screen-space solution. That means it's view dependent and so, can't really be baked (as far as I kow/understand).


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How can I change the number of snapping points 'Slide Vertex' uses?
I would like to ask if there is any way to change the number of snapping points in 'Slide Vertex' that is enabled when holding Ctrl? I think I have seen tutorial years ago but I cannot recall it now (or maybe it was Maya).
.

Press G twice to slide a vertex and then press Ctrl+Shift. It will allow you to snap a vertex very precisely.

Also, after pressing G twice, you can move a vertex inputting a value from your numerical keyboard.


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Python script to extrude with scale restriction
I am working on a python script and to find the right function calls I have been cutting and pasting from the top bar of the scripting window after I do the step manually. It was going great. For instance, I went into edit on an object, selected some vertices and manually did and extrude restricting it to the Z axis.  Then I put the code into my script:
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False},
                                 TRANSFORM_OT_translate={"value":(0, 0, 0),
                                 "constraint_axis":(False, False, False),
                                 "constraint_orientation":'GLOBAL',
                                 "mirror":False,
                                 "proportional":'DISABLED',
                                 "proportional_edit_falloff":'SMOOTH',
                                 "proportional_size":1,
                                 "snap":False,
                                 "snap_target":'CLOSEST',
                                 "snap_point":(0, 0, 0),
                                 "snap_align":False,
                                 "snap_normal":(0, 0, 0),
                                 "gpencil_strokes":False,
                                 "texture_space":False,
                                 "remove_on_cancel":False,
                                 "release_confirm":False})

and it worked fine.
But, then I selected a different ring of vertices and did an Extrude (E) -> Scale (S) then restricted the scaling to the XY plane (Shift+Z) and did the scaling extrusion.  In the UI it worked fine. But, when I copy the code:
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False},
                                 TRANSFORM_OT_resize={"value":(2.12492, 2.12492, 2.12492),
                                 "constraint_axis":(True, True, False),
                                 "constraint_orientation":'GLOBAL',
                                 "mirror":False,
                                 "proportional":'DISABLED',
                                 "proportional_edit_falloff":'SMOOTH',
                                 "proportional_size":1,
                                 "snap":False,
                                 "snap_target":'CLOSEST',
                                 "snap_point":(0, 0, 0),
                                 "snap_align":False,
                                 "snap_normal":(0, 0, 0),
                                 "gpencil_strokes":False,
                                 "texture_space":False,
                                 "remove_on_cancel":False,
                                 "release_confirm":False})

to the script and run it, it says:
TypeError: Converting py args to operator properties: : keyword "TRANSFORM_OT_resize" unrecognized

Error: Python script fail, look in the console for now...
I searched for TRANSFORM_OT_resize and I can't find any ref to it.

Just a hint: try splitting up your code so we don't have to scroll all the way to the side to see all of your code. It's easier to identify your code when all the text is on the screen at the same time.

Hi James, I'd say this is a bug, at the very least in that the reported operator call is in error.  TRANSFORM_OT_resize is the class name (TYPE_OperatorType_name naming convention) of the scale operator bpy.ops.transform.resize(...).  TRANSFORM_OT_resize is not a property of bpy.ops.mesh.extrude_move, TRANSFORM_OT_translate is.    Suggest reporting to the Bug Tracker

Without testing, would say you can get around this by running extrude_move, followed by bpy.ops.transform.resize(value=(2, 2, 2), ...)

This finally got added to the bug tracker https://developer.blender.org/T84148

thanks batFINGER, your suggestion worked like a charm.  this is it:
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False}, ...snip...
    bpy.ops.transform.resize(value=(1.5, 1.5, 1), constraint_axis=(False, False, False))
    bpy.ops.object.mode_set(mode = 'OBJECT')

with some magic numbers.


text:
Smooth brush is not working correcly
I'm currently learning to use blender, this is my second project its a character, now my problem is that i have used the smooth brush before and already know how its supposed to work (at least without changing anything).
Now I haven't changed anything in the settings of the brushes (or at least not on purpose) here is my problem:
I'm currently sculpting some details on my character but when i try to smooth this:

It ends up like this:

Now the problem is that the smooth brush smooths some parts and others are left with little spikes that wont get smoothed out no matter what I try, I have dyntopo turned on and I already applied all modifiers to the mesh so there are no modifiers activated.
Like I said before I'm a beginner and I'm currently learning, I have tried to look online for answers but I could not find any, thanks ahead!

try this:
enable dyntopo, then in the options bar above smooth shading, enable relative detail, what relative detail does is that no matter how much zoomed in or out you are, the size of your strokes will be relative only to what you set in the size options of your brush.
next zoom very close to the part of the abdomen that you want to smooth, and smooth it with the correct sized brush, in theory, that should work.
it should also be noted that the more polygons you have in there, the more gentle the smoothing will be, you can read more here:
smooth brush is destroying my model,what is happening?
sources for my claim:https://www.youtube.com/watch?v=tZnUgt659oI   [at the 14:15 minute mark]
Also, found that somehow I changed one setting on my smooth brush under "Direction" it is supposed to be set to "Smooth" but instead it was set to "Enhance". Changing it to smooth got it working right again.
hope it works.


text:
Blender Game Engine Player Flies off When Parented
I've been working on this 2D platform game in the BGE, and I'm working on a new feature that will allow the player to jump and grab a rope, and then swing with it.
So how I tried to do that was create logic that set it so that if the player collides with the rope, he is parented to it.
I tried it with the player set to Dynamic physics, and it worked fine. But when I tried it with the player set to Character physics, he flies away.
Personally, I prefer the Character physics, so I really want to use them if I can. So, what's the problem? How can I fix this?
Thanks in advance.

Physics objects disable physics when parented.
Basically they are excluded from the Physics Engine calculation as the Parent-Child relationship takes over the transformation processing (position and orientation calculation).
I have the feeling that Character physics is not a really a Physics type and does it's own "magic". It might be that it does not expect the object gets parented to something. This causes a feedback loop and let your object fly away.
Unfortunately I can't really help on this issue directly. maybe you can manually suspend Physics while parenting (see the edit object actuator Mode: Dynamic).


text:
How to locate object parts of rigged object visible in camera
I'm pretty new to blender. Currently I work in animate a rigged character, and render the depth for a computer vision project. My scene consist of some walls, floor, random objects and a human character performing re-targeted motion. In addition I also add an index pass to the human character to render a binary mask to locate it easily in the depth image.
Everything works fine. Now, I would like to know which of the parts of the object are visible to the camera, e.g. head, arms, hands, etc. The character consist only in one big mesh. Does any body know what would be the best way to achieve this? I thought that perhaps the best way  is to split the mesh into different meshes and assign an index pass to each of them but I didn't find a good example to do this in python.
Thanks in advance

Sure there was a question v.similar to this recently...will post link if I find. The operator modal view raycast shows one way this could be done  Project thru the cameras bounds.  See also .verts in camera view

and how to find all objects in the cameras view with python

Is there any way to know if a vertex group is camera-visible?

Either use an index pass as you suggested, or just mimick one by using an unshaded material with a distinct colour for each body part.
You say you want to do this in Python, but you don't say why or what part of the process you want to automate. If you elaborate in a comment I might be able to give more Python-related info in this answer.

Thanks dr. Sybren. I have a script to do all the pipeline, i.e. load scene, load character, perform retargeting and perform rendering. I use Makehuman characters for this purpose. The meshes it comes with are one mesh for the clothing and meshes for the skin. I'm only interested into split the clothing meshes. What I would like to automate is the split the clothing meshe into different parts and assing them different index pases to easily locate them in the final output image. I don't know if this helps but this big mesh comes with different vertex groups that are use for motion retargeting.


text:
How to bind mouse wheel to zoom not tilt
I can not for the life of me work out or find out why or how Blender is now tilting the view with the mouse wheel.
What have I done? How can I get the mouse wheel to zoom in and out and not tilt.
All of the input preferences appear to be correct.

If you load blender with the factory defaults (file > load factory settings), does this still happen? Have you tried resetting your keybindings in user prefs > input?

Its intermittent. It keeps changing behaviour. So just now it started zooming again. I'm thinking there might be a key i'm pressing or option/view i'm in thats switching it around?

Ctrl Shift Scroll will roll the viewport by default, not sure how they could be pressed without you knowing about it though.. ;)

Could you have a stuck or faulty key on your keyboard that is causing the intermittent behavior?

Sticky key, very possible, i guess. THough I dOn't get randOm capItals when typinG :-p


text:
How can I use more than 50% of the CPU when converting image sequences?
When I wanna convert a sequence of images into a movie file, only 50% of the cpu are getting used. How can I increase this number and accelerate the whole process?

Are you running a dual core CPU? If so, the 50% are the maximum you can get. The sequencer doesn't support multi threading or GPU acceleration, yet.

I have a i5 quad core.. ok that answers my question. Multithreading would be nice

Most likely your Harddisk won't let you read in more data at once...


text:
Importing webm video with transparency to the VSE removes the transparency
In an effort to cut down on file size, especially for archiving purposes, I've attempted to render out my old project's PNG sequences into .webm files with RGBA selected because of the transparency.  Problem is, when I load the new RGBA webm file into the Blender VSE, the alpha channel is replaced with black, and I can't seem to figure out how to get it to recognize the alpha channel.  Is this is a bug in Blender?

You can also convert the png sequence to a MPEG-4 container with a PNG codec. This will keep the transparency. The file size seems to be a little larger than the webm-codec.
The problem stays also when you convert the png sequence directly with FFMPEG (what Blender uses internally). According to this post that shouldn't be the case. However, importing that video back into Blender doesn't show - as you mentioned- the transparency.


text:
VFX scene offset in compositor but not anywhere else
I have a scene I'm developing using Blender's VFX tools.  Object was tracked in the video (png sequence), error was under 0.4, and I managed to model my object to fit as perfect as I care to.  Once I go into the compositor and run an update render, the object eventually shifts by noticeable amounts in the compositor and render, but not when I'm in the layout tab.
Layout tab:

Compositor tab:

To address a short list of questions that may come to mind:

I've applied all transforms on the can object
Both screenshots were taken at the same frame in the animation
The dimensions of my animation is the same dimensions as the png sequence
To be clear, the finger mask is irrelevant to this question, it's a WIP and makes no difference here
When I solved the camera motion, I refined the whole list
The can object is stationary with no animation

Why is my can object shifting to the left in the compositor and render, but not in other tabs like Layout?

What is the purpose of the scale node in the compositor? Did you solve the camera or did you solve as object?

Scale got added by Blender as part of when I setup the tracking scene (I believe).  There was also a distort node that was blurring the edges of my scene that got deleted.  Second question: I'm actually not sure which I did or that I even know that there's a difference.  I just checked tripod, selecting a 15-frame range, selected the whole kit under refine and hit solve camera motion.

To confirm, removing the Scale node does not appear to have much of an effect.  The can object appears to drift slightly off to the left as the animation progresses.

One step at the time. To track an object you don't need to solve the camera. In the properties window on the right (press N to make it visible in the clip editor) open the track tab. Then on the Objects section you will see that  the default is to track  camera, but if you press on the + sign you can create an object to track. Track as usual. Then on Solve section you will see Solve Object Motion, which sounds more like what you need. Please report back if that is not the case.

You might find this video interesting: Hand matchmoving tutorial

what happens if you remove the scale node?


text:
Radial gradient to black from center of image in compositing
I am trying to figure out what compositing nodes I need to use in order to take an image such as this:

And with the use of a radial gradient, fade to black from the center, such as the original source footage from a certain film.

In brief: I want to use Blender's compositing nodes to gradually fade to black from the center of an image in an outward radial (circular) pattern.  What nodes are required to apply a radial gradient that fades to black?

I used the following node setup in the compositor to solve the problem I was experiencing:

The general gist of what the nodes are doing is creating an ellispe with the "Ellipse Mask" node and shaping it as necessary with the width and height parameters.
Next, I feed the Mask output of the Ellipse Mask Node to the Invert node. When initially using the Ellipse Mask node, the colors were opposite of what I desired, so the Invert node solves that problem with no required configuration of the node.
I feed the Color of the Invert node to a Blur node, ensure the "Gaussian" method is selected from the drop down list, and configure the parameters until I am comfortable with the blur or feathering of the Ellipse mask used at the beginning.
I then feed the Image output of the Blur node to an Alpha Over node, combining it with the original image as well as black in order to "fade to black" and bing-bang-boom, why's your mother in your room?


text:
bad texture mapping on sides of a cylinder
I would like to apply a texture to an cylinder object in Blender cycles.
Below is the result when I apply the texture to the entire mesh:

Mapping OK for the Upper and bottom circular faces.
Mapping not OK
for the lateral side, the texture is applied to each single
subdivision face.

My goal is to apply the texture to the entire lateral side as a single surface.

While using the basic generated texture co-ordinates can be easy and helpful in some cases, you want to use UV-Unwrapping to get full control of how your texture looks. BlenderCookie has an introduction tutorial that explains more.
The basics are -
First mark the seams, this is where the edges are "cut" to get the model laying flat on a 2d texture image. CtrlE->Mark Seams with mark the selected edges.

Then you unwrap - Select all with A, then U->Unwrap

Now when you set the mapping to UV for the texture you will get the same bricks texture on the top as well as the sides.

For more control you can also assign different materials to the top and sides.


text:
Blender Python - exporting bone matrices for animation relative to parent
I am making a homegrown 3d engine for my projects.
So far, I am able to export:

mesh
materials
Node hierarchy

Each node in my engine has it own mesh(optional), material(optional) and a PARENT-RELATIVE-TRANSFORMATION-MATRIX
While rendering, each node passes its own matrix down to each children.
This matrix get multiplied with the child node's transformation matrix and gets passed down further.
This is working fine for static meshes with node hierarchy.
However it is not working for Blender bones(I have a plugin for 3ds max also, and my engine is able to render bones correctly. So I think the issue is not on renderer side.)
I am getting all weird matrices for bone animations.
Here is my script where I save the animation data for bones.
for node in nodes:
    if node.pose_bone:
        (start_frame, end_frame) = (0, 100)
        animation = Animation(len(animations), int(start_frame), int(end_frame))
        animations.append(animation)
        node.animationIndex = animation.index

        print("==>>")
        for f in range(int(start_frame), int(end_frame) + 1):
            bpy.context.scene.frame_set(f)
            bpy.context.scene.update()

            if node.pose_bone.parent is None:
                bone_matrix = node.pose_bone.matrix_basis
            else:
                parent_matrix = node.pose_bone.parent.matrix_basis
                bone_matrix = node.pose_bone.matrix_basis
                bone_matrix = parent_matrix.inverted() * bone_matrix

            m = bone_matrix

            animation.translates.append( m.to_translation() )
            animation.rotates.append( m.to_quaternion() )
            animation.scales.append( m.to_scale() )

Please help me to get correct pose matrices for bones.
In my engine these need to be relative to their parent.

possible duplicate of How do you export bones relative to parent?

I had already tried the solution as in that link. But it wont work for me.

'wont work' because you couldn't get it to work or because there are specific requirements for your code? If the latter please add additional information to your question. Thanks :)

"because there are specific requirements for your code?"
yes.
I need to get data for animation. while the linked question is for bind pose, if I understood correctly.
I was not able to figure out a solution from the linked question.
It would be great help, if anybody can rephrase information from the linked question to solve my issue.

After a couple of days of frustration, I have been able to get skeletal animation working fine.
Here are the details:
1] Bind pose is obtained from bone.matrix_local
bone_matrix = bone.matrix_local
if pose_bone.parent:
    bone_matrix = bone.matrix_local.inverted() *   bone.matrix_local

2] Inverse bindpose also is obtained from bone.matrix_local. But this time it is not relative to parent bone.
offset_matrix = bone.matrix_local.copy().inverted()

3] Now the animation data is obtained from pose_bone.matrix as follows:
bone_matrix = pose_bone.matrix
if pose_bone.parent:
    bone_matrix = pose_bone.parent.matrix.inverted() * pose_bone.matrix

This code works fine for me.

bone.matrix_local.inverted() *   bone.matrix_local should always return an identity matrix...

i assume he meant to type bone.parent.matrix_local.inverted()


text:
Converting texture to material
I have a few 3ds models(buildings and floors) and the textures for the models.
I am trying to

create a map with them on blender and
after that exporting them as 3ds
opening them in a viewer 3ds and then
exporting them as xaml code,

but when I open them in the 3ds viewer, it tells me it cannot find the textures (this could be because i don't know how to use texture and export them that as well, if you could explain that too I would be very grateful).
So what I want to do is turn the texture as part of the material and then when I export I don't need a texture file.

Could you please add some screenshot describing your issue. You can use the [Edit] link and the add image button?

there is no picture for me to put i will phrase my Q diffrently

I have a few 3ds models(buldings and floors) and the textures for the models. I am trying to create a map with them on blender and after that exporting them as 3ds opening them in a viewer 3ds and then exporting them as xaml code. but when i open them in the 3ds veiwer it tell me it can not find the textures (this could be because i dont know how to use texure and export them that well if ou could explain that to i would be very gratefull). so whay i want to do is turn the texture as part of the matiral and then when i export i dont need a texture file.


text:
the armature doesn't move the mesh and i can't unparent the mesh for it to work
I'm trying to rig a model that i didn't make in Blender (I made it in the game Spore). This is my first time trying to rig something.
But when I try to parent the armature to the body, it doesn't move the model in pose mode, and it's probably because the mesh is parented to the body, but no matter what I try, the mesh stays in the body and iI can't parent the armature to the mesh.
I tried unparenting it by alt P and doing clear parent, but it does nothing.
It won't let me drag the mesh into the collection either, and if I try to drag the armature into the mesh, it only lets me put it under body and it still doesn't work correctly in pose mode.
How do i unparent the mesh and get the armature to connect to the model properly?
here is the blend file if it's needed
https://drive.google.com/open?id=1qNtb9bRdrOd5NVWW2QlNPMqM1l0gL_r5

There's multiple reasons the mesh isn't deforming as expected. The advice below is based on the blend file provided.

The mesh needs the 'armature' modifier, it currently has no modifiers.
The mesh needs weight painting, currently the mesh is unweighted / has no vertex groups.
It's a good idea to set the armature as the parent, but in this case that may not work as expected as they have different transformations. To fix that, select both the mesh and the armature and press CTRL+A > Apply All Transforms. Then you can parent as expected.

I strongly recommend checking out basic rigging tutorials before proceeding (there are a ton of great resources on YouTube and other places).

You have vertices overlapping. In Edit mode, select all the vertices and press AltM > Merge By Distance. Play with the value in the Operator box in the bottom left of your 3D view (but the default value is ok). The parent With Automatic Weight. You'll have to make some corrections though.

i did all of those things and it did remove the vertices, but the armature still wasn't synced with the mesh after i parented it. what corrections do i have to make? i'm still new to Blender.

You have multiple disconnected objects in your mesh, and for one reason or another the algorithm can't solve situations like that. Try and connect all the different objects in your creature, then parent with auto weights.


text:
How to select (command A) an object in the scene
I am writing a python script to export a 3D model as .stl from blender.
here is my code
import bpy
import time
start_time=time.time
from mathutils import *
from math import *
import random
D = bpy.data
C = bpy.context
#Clean the scene
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
bpy.ops.object.select_by_type(type='CAMERA')
bpy.ops.object.delete()
bpy.ops.object.select_by_type(type='LAMP')
bpy.ops.object.delete()
#Import the model .mhx in the scene
bpy.ops.import_scene.makehuman_mhx(filepath="model.mhx")
bpy.ops.object.mode_set(mode='POSE');
# modify this model and export it as .stl
#----under construction------
#select the layer 1 and after that select all object in the layer 1.
bpy.context.scene.layers[0] = True
bpy.context.scene.layers[1] = False
#I used this command to select the object in the layer but it did not work.
bpy.ops.outliner.object_operation('SELECT')
bpy.ops.export_mesh.stl("/model.stl")

It's not entirely clear to me what you're trying to do here... Are you trying to select an object by name, or simply every object in a specific layer?

@MaVCArt, after selecting the layer1 that contains just 1 object, I need to select it (like using A).

To select objects that are currently visible in the 3dview, which means they are on any visible layers, you can set the select property of visible objects.
for obj in bpy.context.visible_objects:
    obj.select = True

If you want to check every object on layer[0] and still catch ones that may be hidden you can test the layer value of each object.
for obj in bpy.data.objects:
    if obj.layers[0]:
        obj.select = True

After deleting and deselecting objects you may also want to ensure that the active object is valid.
bpy.context.scene.objects.active = bpy.context.selected_objects[0]


text:
Star Background
When I render in User Ortho mode, I do not see the starfield background i have set up for the World Settings.  Only when I am in User Persp mode, and render, do I see my star background.

In other words, in order to view the starfield background, I must render the image using the User Perspective view.  But this distorts the look of my object (b/c of the perspective angles). I want to view/render my object in it's orthographic profiles, and view it from different angles, WITH the starfield background.

you could maybe place an image plane behind your scene's objects?

The way I understand it, HDRI image background mapping has something to do with the angle of camera's field of view because the background is infinitely far away. Orthographic cameras have no field of view - all projected rays are straight - so they show a single pixel of the HDRI background that they happen to be pointing at on the infinitely big sphere that the image is mapped to. So an HDRI background cannot be shown through an orthographic camera. You can however have any other type of background. You can use an emission shader and map an HDRI image on a sphere around your scene that has a certain size(as opposed to infinitely big sphere in the case of the HDRI image mapped on Blender's 'World') and it will be displayed. Or you could have a simple plane behind your objects.


text:
Why won't my particles show up in my rendered image
This relates to my previous question, but does not correspond. When I render the image  all I get is the objects I put in, but my particles do not show up. The lighting is okay, my snowman showed up along with the trees, but the particles do not. Is it because I paused the animation and rendered that image I paused it on.

What render engine are you using? How are your particles setup? Could you post some screenshots? (Or better, a .blend?) As it is now it could be caused by a number of things, and we can't do much more than speculate.

This is too vague to understand what you are asking. Please edit the question and add more specific details. A blend file would be a good addition.


text:
Why is my text pixelated?
Within my game I have some cubes with text which render fine. In addition to the cubes I want to display some static text, e.g. the current score. The score text has the camera as parent and a copy rotation constraint on the camera.
While this concept works fine in principle, the score text is displayed very pixelated. I already increased the font size to 50 and made the text smaller by scaling it down, but it still doesn't show nicely.
The score text is about 11 Blender units away from the camera. If I move the score text further away, it displays better, but then the text interferes (collides) with the cubes.
What could I do to improve the quality of this text?
Download SSCCE .blend file. Open the SSCCE in Blender 2.70. Hover your mouse over the 3D viewport. Press P to start game engine.

Could you upload a .blend file?

This tutorial or this one may help.

@user2859: I have uploaded a .blend file now. Thank you.

I posted my answer but i don´t recommend using text objects at all, since they are a hack right now. The other problems you get are no depth sorting, does not respect materials, Z buffer issues, no alignment. I recommend using this method. If anything you could use text objects to render text off-screen and combine it with the uv mapping technique.

You can fix the resolution through the python API:
import bge

scene = bge.logic.getCurrentScene()
for obj in scene.objects:
    if obj.name == "Text": # text object we want to fix
        obj.resolution = 8.0 # resolution is normaly 1.0 / 72 dpi

This does the trick. Is this setting not availabe in the UI, only in Python?

See my comment on your question. Its a bit of a hack right now. The other method will work better I think.

Hi! Could you recommend me a good resolution for my text so it looks good for my car gauges?

@AdriansNetlis your car gauges don't need dynamic text, they can be a mesh or an image mapped to plane.

Please be aware that rendering text at 8x resolution as suggested will take up a LOT more graphic memory. (128x128 will becomes 1024x1024) It will even fail on lesser graphics cards. Use the smallest number you can stand.

Addendum to Mike Pan's comment: the "resolution" parameter is scaled by the font objects size, so is better expressed as "100px per blender unit" - so you can crank the "resolution" value really high if you have a tiny font object. (As of looking at source code for BGE 2.78)

It is literally a scaling problem. you cannot scale a text to fit your scene. you must scale your scene to fit the text. never scale down your text from when you first create it. Ill never let the BGE go. its gone from updated Blender. but I will always make games in the BGE. you can get a old copy of Blender from their site. 2.79 was the last version to have the Game Engine. Also to answer your question better. You should probably use an overlay scene for all scoring and other text, that way the text will never collide with anything and you can scale your HUD scene as much as you need. if your text is to big on the screen then just pull your camera away, for HUD style small text I put my cam about 40 Blender Units away from the text


text:
Problem overriding the context
I'm trying to override the context, in order to run this Delaunay Triangulation add-on. I'm using the approach suggested in this answer:
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        override = bpy.context.copy()
        override['area'] = area
        bpy.ops.delaunay.triangulation(override)
        break

However the add-on still fails when it tries to create a mesh, due to incorrect context:
Error: Traceback (most recent call last):
  File    "/Applications/Blender/blender.app/Contents/Resources/2.74/scripts/addons/delaunay_voronoi/delaunayVoronoiBlender.py", line 97, in execute
    bpy.ops.view3d.snap_cursor_to_selected()#move 3d-cursor
  File "/Applications/Blender/blender.app/Contents/MacOS/../Resources/2.74/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.view3d.snap_cursor_to_selected.poll() failed, context is incorrect

The same error message appears four or five times, but always relating to line 97 of the add-on's script (bpy.ops.view3d.snap_cursor_to_selected()).
Am I overriding the context correctly? Is there anything else I could try?

The simplest remedy is to make the script not depend on the 3d cursor at all. The add-on in this case seems to use the 3d cursor somewhat arbitrarily to store the location of the selected object.
# replace these two lines
bpy.ops.view3d.snap_cursor_to_selected() # move 3d-cursor
tinObj.location = bpy.context.scene.cursor_location #position object at 3d-cursor

# with this line
tinObj.location = obj.location.copy()

it will do the triangulation as desired.
>>> bpy.ops.delaunay.triangulation()
0 duplicates points ignored
0 z colinear points excluded
Triangulate 6 points...
4 triangles
Create mesh...
Info: Mesh created (4 triangles)
{'FINISHED'}


text:
How do I copy a pose from one blend file and paste it to another?
I have a pose in 1 file and I'd like to copy that pose to another file. I think this blog post is in the right direction but I can't get it to work between 2 blender files.
I also tried running 2 Blenders and Ctrl+C the pose then Ctrl+V but it doesn't work.

With your armature selected look in the properties panel at the object data tab.
The first thing you see at the top of the tab is your Pose Library pannel
Create a library and add your pose to it.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Posing/Pose_Library
save your blend.
in your new blend, you can append the pose library (from the Actions folder).
You can then add the poses via the Action Editor

Question is a bit old, but I stumbled on this problem and found an easier fix:
just copy the entire armature object to the blend file where you need the pose temporarily. Once you've copied it, go to pose mode and copy the pose. Switch to the other armature and paste it. Delete the source armature and voila, the pose has been transferred.


text:
Why does my mesh not move with the bones parented to it?
I'm trying to animate a character that I have created with blender 2.71, but something doesn't work well. As you can see from the screenshot, I have created the bones, I pressed Ctrl + P and then I have chosen the option 'With Automatic Weights'.

However, when I right click on a bone and I try to move it, the meshes of the character don't move; Only the bones do it. What am I doing wrong?

You may have to manually weight paint. Without a .blend file, it is hard to tell. If you could upload it to Pasteall.org that would help us figure out what the issue is.

try to get the file here,because pasteall.org doesn't work for me : http://www.psychonews.it/pics/boy_moving2.blend

In Object Mode select all objects but the armature. Press Ctrl-J (join) .
Parenting with Automatic weights fails due to duplicated vertices.
With the mesh selected enter Edit Mode select all A then press the Remove Doubles button from the left panel this removes > 3700 vertices.
You probably need to manually edit the middle part of the body because it is not connected. Or try to increase the limit when removing the doubles.
Note that this could also be done with a Mirror Modifier set to clipping.
After parenting with automatic weights your model requires weight painting. In your case I wouldn't recommend to use automatic weights because it adds much weights you only need to remove. Better paint it all manually from scratch.

What worked for me was to first clear parents using alt-p, between Mesh and Armature, then do the parenting again, for some reason after uv-unwrapping the parenting was changed.

I had a similar problem to the above. I had a part of my mesh that was weighted to a particular bone, but when I moved the bone, the mesh didn't move. After trying many of the steps listed above to no avail, I finally thought to glance at the bone's properties.

As it turns out, the deform property for that bone was disabled somehow. Once it was re-enabled, it worked as expected.

This happened to me when I duplicated a non-deform bone to make a bone that was supposed to deform. Good catch.

I ran into this problem as well. My issue was that my armature modifier had somehow had the "Vertex Groups" option turned off. Flipping it back on solved the problem for me.

I had this problem. However, with the new update, you find it in a new location.
EDIT MODE > select your model > toggle vertex selection > right click model > merge vertices > merge by distance > and in the bottom left panel select the distance.
I used 0.05m for a very dense photogram.

I found the problem for me... I scaled, rotated and moved the mesh and the skeleton in object mode. Meaning the object center of both of them doesnt match. Set the position and rotation in object mode on all axis to 0 and set the scale to 1 (for both skeleton and mesh) Go to edit mode move your mesh and rig around and make everything fit. Now go back to object mode make sure position, rotaion and scale are still the same for mesh and skeleton... if so you should be able to parent your stuff properly.

Old post, but none of the above answers worked for me (2.82). I was having trouble with moving my mesh using my armature. I had already named them and finished weight painting. I had actually renamed the vertex groups while weight painting, but not renamed the bones as well. The fix was to rename all bones in the armature, and ensure that they matched the vertex group names that I had set while weight painting.


text:
Why does the exported obj look wrong?
I have created a model in blender in which I wish to use in my openGL application.  Before exporting I expected the obj file to look something similar to this.

However when I exported the file I got something like this

I started to ponder on whether I had exported it wrong or not, as this is the first time I have used blender.  I am currently using blender version 2.70.
Thanks

gandalf, I think you put the screenshots backwards

@Justin Whoops, good catch. thanks :) (no wonder I was so confused after editing it..)

Looks like you somehow managed to strip all newlines? Maybe Unix line endings on Windows system.

@ideasman42 is there anyway to solve this problem, or will I just have to read it into my application as is?

OBJ files export here with line endings, so its not clear what the problem is?

@DorkMonstuh If you open up the file in Notepad++, it should look like the Wikipedia example you provided. It shouldn't really make a difference, though.

The problem is (as guessed by ideasman42) that Blender exports .obj-files always (at least I tested it on windows and Linux) with Linux line endings (that means there are only LF and no CR characters).
If you use a better editor than the standard Notepad you can often see the file correct even on Windows (for example with Notepad++). There should be no problems using this file as it is, because I think most Programs can work with both line ending types. If it doesn't work it's easy to convert the line endings (as well with something like Notepad++).


text:
How do I only render specific objects?
I have an orange juice splash in a jug. I want to render only the jug and juice in order to edit it in photoshop. Can you please help me how to do that?
I want to have all light and shading effects that the other objects may cause on the jug but without having the actual objects in the render. I don't want the floor and background either.
Here is the scene rendered below, thanks.

Move all objects that you want to render in a separate layer.
Move all lights and anything affecting the objects in another separate layer.
Than click the second tab from your main editor (which says Render Layers). And select only the layers which you want to be rendered (the one which has the separated objects and the lights layer).

Or hide the fluid in the outliner from rendering

@G.Rassovsky thanks, I also find this video very helpful, those who wants to learn more should have a look at it http://www.youtube.com/watch?v=6bKx5fiJ5e4


text:
Is there an Equivalent to the tool "To Sphere" but to Cube?
I have a vertex based circle, and I want it to be a square. How do I accomplish that?

There isn't a tool that works the same as 'To Sphere', but there is a Cast modifier which can do the same job, as shown below:

You could try the Cast Modifier here changing the shape of an UV-sphere:

or a circle to a quad:


text:
How can the "Name" field in the node properties be useful for the user?
I understand blender needs to have a unique identifier for datablocks, but it's not like an "Object" were you can assign a different "Object Data" datablock. The node doesn't have access to other "Node Data" datablocks. How it can be useful for user to get access to this 'Name' field?

User uses "Label" for naming nodes

Was my answer helpful or did I miss something?

The 'Name' field can be used to identify different nodes when accessing the nodes with python.
I might have 2 diffuse type nodes, 'Diffuse BSDF' and 'Diffuse BSDF.001' and be able to identify which node I want to change a property on, by it's name:
bpy.data.materials['Material'].node_tree.nodes['Diffuse BSDF'].use_custom_color

This would access the use_custom_color property on the node called "Diffuse BSDF".
I know which node I am accessing by looking at the 'Name' field in the node editor.
Because I am accessing the nodes by name, it might be useful for them to have more descriptive names to help me separate them from other nodes e.g. "diffuseMain", "diffuseOriginal' etc. I can use that name field to rename them to something more relevant and identifying.

Is there a way to shortcut the renaming of nodes? I really dislike having to use the sidepanel for that : (

authors: Виктория Пасечник


text:
Can I save selected elements of a Blender scene?
Hypothetically, I've just created the greatest Blender scene of all time, and there are thirty-seven meshes spread across twenty two objects that I know I want to archive in my personal library of really, really useful sub-objects. Now, I know I can save the scene, open a new instance of Blender, and append those sub-objects into a new blend file. But it would be faster and more efficient if I could just select the items I want, and save them to a new Blender file, without having all of the other parts of the retinue included.
I haven't found such capability. Is it not there, or did I just not look hard enough to find how to use it?

Related: http://blender.stackexchange.com/questions/1832/can-a-vertex-group-be-saved-as-a-separate-blend-file http://blender.stackexchange.com/questions/14891/how-to-model-separate-parts-and-re-use-them/15179#15179

A workaround is to save (or copy) the file with another name (eg: assets.blend) and delete what should not be there. I would do this.
A method to do that within the full scene file is:

save the "complete file", eg fullscene.blend
delete what should NOT go in an asset file, choose "save as..", with "save a copy" flag (in the left options bar) and give the desired "assets" filename (eg: assets.blend)
revert the "complete file" (fullscene.blend) with file > revert.
iterate for other assets.

What may help you most is creating a "library.blend" file. Get rid of the default cube and lamp, and organize per layer characters, abstracts, etc. Then append from that file only, this is the only method I'm aware of, and much more efficient than keeping track of which model is in which .blend.

Use export-selected addon to export selected objects to .blend and many other formats. It has export options to take care of dependencies.


text:
Objects not rotating or scaling in viewport
My issue is that I have a blender file in which cameras and lamps do not move when I attempt to rotate them using the mouse. If I select the objects (in object mode), press R, and move the mouse in the viewport, the lamps and cameras don't respond; they remain in the same orientation as when I started, no matter how vigorously I try to move the mouse. The values in the information bar show that the mouse is communicating. If, however, I manually enter a new value for the amount of rotation in the properties shelf of the viewport, the camera moves to the new orientation.
On a new default Blender scene, the cameras and lamps do respond to commands to rotate and scale using the mouse. I've compared all of the settings I can think of, and don't see anything obvious that corrects the problem.
~.blend file is available.

Can you share the blend file? You might have locked a transform axis or something similar.

Maybe, but I checked all the transform locks I could think of.

Untick Maniplulate center points in the header. This transforms center points only and allows you to manipulate object locations while having the objects themselves stay in their existing orientation.

In Blender 2.8 it is actually on the top middle of the viewport:

In

Pivot Point.
Pivot center for rotation/scaling: Median Point
Pivot around the median point of selected objects

make sure the only origins option is deselected:

Only Origins
Manipulate Origins (Object, pose and weight paint. mode only)

In 2.90.1 I found the setting to be under the top right Options menu. It reads
Transform Affect only
X Origins
X Locations
X Parents
I had to untick all of them to get rotation and scaling to work. This discussion gave me a clue as to where to look: https://developer.blender.org/T69003


text:
Not rendering in object mode
I'm completely new at blender and yesterday I followed a tutorial and everything turned out fine, not a single problem.
So I wanted to try and make something myself, now the only problem is, when I try to render it, I don't see the object.
Here is the .blend file:
http://www.pasteall.org/blend/31320
Please keep in mind that I'm completely new.
IMG1: This is what it looks like when I choose the "Only render" option in "edit mode"

IMG2: This is what it looks like when I choose the "Only render" option in "object mode"

IMG3:And this is what I see when I render it..

Duplication options segment is for telling Blender whether it should be rendering object itself or instances of child object assigned to it.

Parent and child has "None" selected. Objects are rendered as in viewport:

Parent has "Vert" selected in Duplication objects. It will be not visible. Only child Sphere instances will be rendered, without original Sphere. Sphere has to have "None" selected, as it do not have child objects assigned that could be duplicated.

In Your file, object has not any child nor parent, so it should be set to "None". "Only render" option is for viewport displaying only. When checked it displays only object that are selected to be rendered (camera icon in Scene Outliner - top, right panel). It is helpful for temporary clearing viewport from helper objects, grids, manipulators, lamps etc.
I uploaded a blend file with example: http://www.pasteall.org/blend/31324

Your object will appear if you turn off verts duplication:

I don't understand why this works, so hopefully somebody else can explain

It is designed to work that way the wiki page mentions that the original meshes will be seen in the 3dview but won't be rendered. Consider that a mesh with dupliverts is a particle emitter but we don't have an option to render the emitter.


text:
How can I display what happens in the system console inside blender's console?
I have a button created by my script. I wonder how I can display what the system console displays but inside blender's console. CoDEmanX did this by running a script inside it as shown here, but I want to display what happens in the system console inside blender's console.
My .blend file can be found here:

but inside blender - is too vauge, where exactly?

@ideasman42 question updated as suggested.

First redirect output from Python's stdout into your own buffer,see: How to redirect output from 'bpy.ops.*'?
Then run bpy.ops.console.scrollback_append with the console space set using an override, see: https://blender.stackexchange.com/a/31398/55

Hello world example that prints text into the first console found.
import bpy

def console_get():
    for area in bpy.context.screen.areas:
        if area.type == 'CONSOLE':
            for space in area.spaces:
                if space.type == 'CONSOLE':
                    for region in area.regions:
                        if region.type == 'WINDOW':
                            return area, space, region
    return None, None, None

def console_write(text):
    area, space, region = console_get()
    if space is None:
        return

    context_override = bpy.context.copy()
    context_override.update({
        "space": space,
        "area": area,
        "region": region,
    })
    with bpy.context.temp_override(**context_override):
        for line in text.split("\n"):
            bpy.ops.console.scrollback_append(text=line, type='OUTPUT')

console_write("Hello World")

Note that console_write() in the answer only allow string input. def console_write(text=""): and text = str(text) will make it better.

@fmnijk I disagree that this is an obvious improvement, by this logic any function that accepts text could accept non text which is converted into text. By convention non of Blender's API's that accept text will coerce non-text into text, I rather make this an explicit action for the caller.

This is not Blender API. This is a workaround to replace Python built-in print to print in python console by using Blender API. I haven't seen any Modern Language has print() or console.log() allow only string.

If it is string input only. I think it should be something like _console_write() or __console_write() which is simple and used to built another useful function.

Is the fact that this is needed pretty strange? Why can't print() just work like every other DCC?

Step 1: Redirect the output to the python console.
You can use the following codes written by @batFINGER (https://blender.stackexchange.com/a/93746/101378):
import bpy
from bpy import context

import builtins as __builtin__

def console_print(*args, **kwargs):
    for a in context.screen.areas:
        if a.type == 'CONSOLE':
            c = {}
            c['area'] = a
            c['space_data'] = a.spaces.active
            c['region'] = a.regions[-1]
            c['window'] = context.window
            c['screen'] = context.screen
            s = " ".join([str(arg) for arg in args])
            for line in s.split("\n"):
                bpy.ops.console.scrollback_append(c, text=line)

def print(*args, **kwargs):
    console_print(*args, **kwargs)       # to Python Console
    __builtin__.print(*args, **kwargs)   # to System Console

The codes above will redirect the outputs in System Console to the Python Console.
Step 2: Add the script to the system path which your Blender can find it.
You can run sys.path in the python console and then it will output a list of system paths which python in Blender can find the imported scripts.
For example, %APPDATA%\Blender Foundation\Blender\2.92\scripts\addons.

Write the script in step 1 to a seperated file, such as pycl.py.
Then use from pycl import print to use the redirected print in your scripts:

If all you want is a block of code that you can paste at the start of a script, to have all print("...") calls within the script show up in Blender's visible Python-console panels, you can use this:
import sys
import bpy
class StdOutOverride:
    def write(self, text):
        sys.__stdout__.write(text) # also send to standard-output (can comment this out)
        if text != '\n': # ignore extra stdout.write('\n') call at end of each print()
            for line in text.replace('\t', '    ').split('\n'):
                for area in bpy.context.screen.areas:
                    if area.type == 'CONSOLE':
                        with bpy.context.temp_override(area=area):
                            bpy.ops.console.scrollback_append(text=line, type='OUTPUT')
sys.stdout = StdOutOverride()

print("Example text which will display within Blender's Python-console panels.")

The above is not 100% robust though (it can error in certain cases, eg. during rendering, and might mess up line-breaks for large text-blobs that require buffering), so this is the longer (but more robust) version: (I put this into a "prelude" script, which I execute prior to executing the target external script)
import sys
import bpy
class StdOutOverride:
    buffer = []
    def write(self, text):
        sys.__stdout__.write(text) # also send to standard-output (can comment this out)

        # at end of each call to print(), a basic write('\n') call gets added; when received, print buffer
        if text == '\n':
            self.print_to_console()
        # for actual-content calls, split text into lines, and print all but last (it'll be printed shortly)
        else:
            for line in text.replace('\t', '    ').split('\n'):
                if len(self.buffer) > 0:
                    self.print_to_console()
                self.buffer.append(line)
    def print_to_console(self):
        buffer_str = ''.join(map(str, self.buffer))
        if hasattr(bpy.context, 'screen') and bpy.context.screen:
            for area in bpy.context.screen.areas:
                if area.type == 'CONSOLE':
                    with bpy.context.temp_override(area=area):
                        # need try-catch, since scrollback_append can error in certain cases (eg. when rendering)
                        try:
                            bpy.ops.console.scrollback_append(text=buffer_str, type='OUTPUT')
                        except Exception as ex:
                            pass
        self.buffer = []
sys.stdout = StdOutOverride()

print("Example text which will display within Blender's Python-console panels.")

Thanks to @ideasman42's answer. I did a little modification so that it works more like the default print function in Python. Feel free to override the default print function. It will not affect other scripts in Text Editor.
Note that in the Blender window, there should be an area opened as a Python Console, otherwise it cannot find the area and thus cannot print anything.
import bpy
from contextlib import contextmanager

@contextmanager
def console_override():
    try:
        area = next(a for a in bpy.context.screen.areas if a.type == 'CONSOLE')
        with bpy.context.temp_override(area=area):
            yield area
    except StopIteration:
        yield None

def print(*texts):
    text = ' '.join(str(i) for i in texts)
    with console_override() as area:
        if area is None:
            return
        for line in text.split("\n"):
            bpy.ops.console.scrollback_append(text=line, type='OUTPUT')

take note that the way you override context is deprecated in favor of temp_override

I edited the code, now it works in Blender 4.2+.


text:
Modeling a fish with curves - complication at tail
I'm modeling a fish with Bézier curves, but now I have a body of rotation and don't know how to carve out the tail.
I have searched Google and YouTube for the problem, but the nearest thing I have found is a tutorial for creating trees, but with this method I don't get a sharp edge between the tails.
Basically, I'd be happy if I could cut away the surplus material at the tail from the body of rotation with the bisect tool. The tail would be angular, so I'd need some bisect too that could cut spherically.
If you have a whole different solution I'd be happy to hear it! Maybe with nurbs-surface-circles or something like that??
I have looked at this tutorial (in German), and in that case I would need to align the nurbs-circle-surfaces to a curve. This method (if possible) would be the very best one!
Thanks in advance for helping me! :)

Why not give sculpting a try? You could make something close to what you want and touch up the details in sculpt...
heres a link to a video instructing how to use dynamic topology (and by extension sculpt mode)
https://www.youtube.com/watch?v=opsKPCCFbr4
docs on sculpting
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Sculpt_Mode

docs on dynamic topology
(note that this feature has been changed in 2.7, it can now be found under the header labelled "dynotopo")
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Dynamic_Topology_Sculpting

Could you add a short description of what you mean? If the link goes down, so does this answer. You can keep the link, but add a summery.

what i basically did here:

a curve (the big cylinder) (lets call it curve1)
using as bevel object the circle (blue) so that the curve is no longer a curve , but a cylinder (lets call it circle)
using another curve (green) as taper object so you can have a cylinder with different thickniss at different points (lets call it curve2)
without the ~0,35 at the red marker the arrows at the cylinder would be in the middle of the object... i find it easier this way, for giving the cylinder the right shape, because that  way you can easily set the shape of the bottom with curve1 and the shape of the top with curve2


text:
Child objects aren't moving with parent
When I grab a parent with children assigned to it, only the parent moves. Also When I select multiple object and try to move them, only the active object (the yellow one) moves.
I must have accidentally toggled something. So, what shortcut did I accidentally hit?

Did it work before? Could it be that you move the child instead of the parent?

It worked before. And I'm sure i had the parent selected and only moved it. And (in the other case) when I had multiple object selected, only one would move.

I have found that when I select all the objects in the scene and try to move them, only the object highest in the hierarchy moves.

@Ryan Lutz: About the term fot the yellow object: it is called the 'active' object. The orange ones are the selected objects. The active object does not necessarily have to be a selected one though. For example if you select an object and then press [Ctrl+I] to invert the selection, the previously selected object is still the active one although it is no longer selected.

If you link in an object from an external file you can't move it by default, even if you parent it to a local object. In this case the selected object should be highlighted in blue unless you alter the theme colours. You can make a proxy or make a local copy to move it, or move it in the original file.
A linked object will have a small file icon next to it in the outliner. This icon will also be seen in a few other places like the object properties. All values will also be greyed out.

The only other thing that should prevent a child moving with it's parent is a constraint.

Similar constraints are available for rotation and scale. Clicking the X in the corner will delete them or you can turn off the limit that is bothering you.
Something that can stop an object being moved by itself (but should still move with a parent) is locking the transform channels. Available in both the object properties and the properties sidebar, clicking these "padlocks" will prevent the related transform channel from being altered in the 3DView. You can actually alter the values displayed to move objects while they are locked, just not with g,s,r in the viewport.

Simply click the locks to unlock them.
The values may also have drivers attached to them. When a value is being driven it is highlighted in purple.

Right click on the value and select Delete Drivers.

This was driving me insane as well and it was a super simple fix. I had my proportional editing button on(o) As soon as I turned it off everything moved correctly.

This can also happen if you inadvertently turned on any kind of physics modifiers. (This one took me a good hour to figure out!) Go to the physics tab and make sure that there is nothing present).

Actually, merely freeing any physics bakes should do it - (Don't forget to re-bake after moving you stuff!)


text:
Blender Viewport Issues

I am new to 3D modelling so I know my hardware is not up to snuff, but I am running a 13 inch Macbook Air with a 1.6 GHz Intel Core i5, and an integrated graphics card with 121.12 GB of space and 8 GB of RAM.
There are 15,460,838 vertices in my scene. The scene worked fine until I saved it and closed Blender.
Now when I try to open the file, it won’t load properly and Blender is having the hardest time trying to show me anything. When anything changed, the words in the interface turn Braille-like, but all I see in the viewport is flat grey, black or the checkered loading screen.

Blender opens other projects just fine.
I’ve tried closing and restarting Blender.
I have tried opening the file after launching the  default (which works fine).
I have tried opening the file from  autosave.

None of this has helped. I hope I’ve given enough information for someone to make sense of my issue.
I could remake what I had in this file and likely make it with fewer vertices, but I would like to understand the problem to avoid it in the future. Any assistance would be appreciated!

Hey man, This is honestly something that I have never seen before! Even though your Mac Processing speed is weak, it shouldn't change too much. have you tried to leave it open for as long as possible to really see if blender is just having a hard time loading in the assets, or it may be another reason. if opening other projects with blender seems fine and everything normal, the blender project may just be too intense on your computer, or the file is corrupted. Hope this helped a bit.

open a new project and then import (File/Append) from the problematic .blend file. You can select individual meshes and track down the bad one/s.

it looks like some graphic driver issue to me, did you try to restart the macbook before reopening the file? Maybe something triggered some bad opengl behaviour. If the file is not that large, you could share it (use http://blend-exchange.giantcowfilms.com/ then paste the provided link, editing your question text) so to check if that behaviour happens elsewhere...

Hey everyone, thank you for your help. I restarted my computer and that didn't do much. But! I found that I could still toggle values on the modifiers and I was able to turn down the subsurf value so there were fewer verts. I think it was simply too much for my computer to handle. Thank you! I'll keep the other troubleshooting tips in mind for future problems!

Reinstall The Blender 2.79b. Its a new version. I hope it works. HAPPY BLENDING.

Do the following to help reduce vertex count:
Select an object.
In edit mode press "A" 2 or 3 times to ensure all vertices are selected.
Press "W" then remove doubles.
You can also set your subsurf so it won't render the subsurf in the viewport.
Also you could try opening it with 2.49b. It might open.


text:
Dupliverts rotation not working
I've been trying to create a spiked sphere using dupliverts, followed all the steps (spike facing Y axis, parent-child, checking rotation) and it still won't work. I tried different axes and still no luck. The spikes are not pointing towards the normals. Any help please.

On the Object Data tab, you need to go to Relations Extras (Just below Duplication) and under the Tracking Axes pick Axis: +Z and Up Axis: Z.

@Beatrice My pleasure. Could you click the checkmark on the side, under the vote buttons, to mark the answer as accepted? That way, when someone with the same problem comes to the site, they'll be able to immediately see that it has an answer that works. You can also vote up my answer, if you didn't do it already, to mark it as helpful. Thank you.


text:
Animation doesn't render what I see in the preview!
I'm working on a lego-animation. I've already set all keyframes and organized everything in the NLA-Editor.
When I scrub through the timeline everything works fine, but as soon as I press "render animation" my figure moves in a weird way.
Amazingly everything works fine, if I render individual frames out of the animation.
Here is my .blend file: https://1drv.ms/u/s!AiMEs6K4RudimRKMQZ0aUx4x9MQG
I really hope that somebody can help me!

Welcome, Nik135. Upload the .blend file using this internal link: https://blend-exchange.giantcowfilms.com/

It's a good practice to render animation as sprites (images). You can render that images later to video using the Video Sequence Editor.

I found that the file you uploaded was wrong one, you were suppose to upload a .blend file instead of .blend1.


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slow motion video editing, preview laggy
Sorry for my English. I have problems when creating slow motion and fast motion video.
After I cut the scene audio (mp3 format) and video (1920x1080 60 fps) tracks, I add a "speed control" effect strip, uncheck "stretch to input strip length", set "speed factor" to 1 and "multiply speed" to 2 (for fast motion).
Then, I set frame window and when I right click the audio strip click audio choose waw click mixtap.
When I try preview all my video clip is lagging: if I click animate, the result is perfect, but I can't create another scene, because preview is laggy; I can upload video if needed, but I'm not sure which button is that, or code sample, or Hyperlink. Thank you for your time and thanks for reading my broken English.

To help others to help you, I tried to fix some too dense text and lack of punctuation, but can't understand what you mean by "Then, I set frame window and when I right click the audio strip click audio choose waw click mixtap."... try to separate different actions better, and put commands or option names you used in quotation marks, so they are more recognizable... also, put Blender version used...

thanks for correcting me.i mean set frame range with that green pointer/slider then muted original video strip by pressing "H" then right clicked on audio strip and in a panel menu where its say render i click audio it open window with folders on the left hand bottom panel with "MIXDOWN"options container/wav clicked mixdown and then when go back play preview its starting lag blender 2.76 b .


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Blender render looks different than Substance creation
I imported my blender mesh to substance, but when I imported the textures I created from substance back to blender, it seemed to have lost a lot of detail. What did I do wrong?
Image 1 is the nodes

Image 2 is the substance painter image

Image 3 is the final product in blender

Metals are entirely dependent on the background they are reflecting for their detail.

Got it. So what would you recommend me put as a background so that I can see it? Thank you for your response!

You set a hdri as an environment texture for your world background.

Thank you that fixed it! A side question, that is totally fine if you are not able to answer, I was trying to add an image of text onto the texture to create the ring of power from Lord of the Rings, but could not figure out how to do it in Substance or in Blender. Any ideas? Thank you!