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viewer node doesn't show up (even though I enabled node wrangler and pressed shift+ctrl+LMB)
I want to apply a texture to my object in the shader. I need to connect my texture node to the viewer node.
I have the node wrangler add-on enabled, but when I press Shift+Ctrl+LMB on the texture node nothing happens. The viewer node doesn't show up. Does someone have the same problem and know how to fix it?

Hello :). Can you please mark the answer as accepted ✓? This question keeps popping up as unanswered. Thanks :).

Until you make it work, you can add the Viewer node manually :).
The Viewer node is just a renamed Emission node.
So you can add that, and it will have the same effect.

thank you soooo much!!! :) i really didn’t know i could do it like that

Happy to help :). Good luck with your project.


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Cloth simulation doesn't go to Z axis
Every time I try to create a blanket and bed with cloth simulation, my blanket goes crazy (see picture). Can someone explain why this happened and how to fix it?

If you've used a solidify modifier, you should try a flat plane to do the simulation and then add thickness later.

Issues with cloth simulations such as this are most commonly caused by either needing to Apply Scale, starting already intersecting with a collision mesh, Collision settings or Self Collision settings.
Things to try :

Apply Scale on all of your meshes (the cloth and any colliders)
Separate the meshes more at the start of the simulation and see if that helps avoid the erratic behaviour to rule out intersections
Adjust collision settings one at a time to see how they affect collisions
Check your normals are facing the correct direction on each of your collision meshes
Try disabling Self Collision and/or adjust each setting to see what helps

After each stage you’ll need to re-bake the animation to ensure the new state is taken into account.

source: Stack Exchange

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

sort: votes


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How to get rid of these hard edges after enabling mirror and subdivision modifer?
I've started modeling a character in Blender.
The goal is to model half of the character on one side of the origin and use the mirror modifier to duplicate the mesh on the other side of the x-axis. I also want to enable smooth shading and add a subdivision modifier so that I can get an idea of what the character will look like later when I apply them.
However, somewhere along the line, I must have done something incorrectly because now I have seams showing up in certain sections of the mesh:

Things I have already tried:

Mesh →Clean Up →Merge by Distance
Ensuring that bevel weight and crease are set to $0$ for the edges
Screaming into the void

Sadly, none of this helped. What can I do to make the seams disappear?
Here's a copy of the .blend file:

see https://blender.stackexchange.com/questions/124231/why-is-there-a-crease-in-my-mesh-when-i-enable-subdivision-surface?rq=1 you look like you have interior faces along your centerline

@Sazerac That was exactly the problem — thanks!

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


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Why are the keyframes for my texture not appearing in the f-curve window or dope sheet?
Why do keyframes on compositor node textures not show up in the F-Curve window and Dope Sheet?

Is it possible to access these keyframes in those windows?

you might have to upload the .blend to pasteall.org so someone can figure out what's going on in your .blend file.

Texture keyframes don't always appear in the dopesheet:

If the texture is used by an object in the scene, it'll show up in the dopesheet:

Using the texture in an input texture node in the compositor will not make it show up in the dope sheet (unless it's also used by an object in the scene):

Since I only wanted the texture in the compositor, I just used it in a dummy mesh an put it in a spare layer.

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


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Create Ellipsoid with input
I use to define of a sphere to draw an ellipsoidale, for the case of a sphere:
bpy.ops.mesh.primitive_uv_sphere_add(size = size, location = location)

For the case of an ellipsoidale, I created in this menu:

I use the lines:
bpy.ops.mesh.primitive_uv_sphere_add(radius_a = self.mesh.getRadius(), radius_b = self.mesh.getRadius(), radius_c = self.mesh.getRadius(), location = loc, segments = res*2, ring_count = res)

class Ellipsoid(particle) :
    """
    Ellipsoid mesh class
    """
    def __init__(self, radius_a, radius_b, radius_c) :
        """ radius_a (int), radius_b (int), radius_c (int) """
        self.radius_a = radius_a
        self.radius_b = radius_b
        self.radius_c = radius_c

But the problem is displayed that there is an error in the ellipsoidal definition.
Can you help me to define the ellipsoidale with input of the 3 dimensions

If you want to create an ellipsoid, just create a sphere, scale it up or down (based on the sliders), then apply the scale

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


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Need smoke to pour out of a container
I have an container from which a lid comes off; I want smoke to pour out of the container on to the floor like some cryo chamber stuff. I've modeled the domain to do this artificially but the smoke evaporates when it hits the top of the domain. How would I go about doing this?


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How to scroll down

The plane that I'm modeling is at the bottom of the screen. I would like it at the top. How do I do this? The scroll wheel makes the view go in circles; I just want that plane part that I'm working on in the middle of my screen.

Hold Shift+ MMB and drag. For more info click here

Generally, you can key Shift +  MMB and move your mouse around. This is called panning. However, some people do not have a 3 button mouse, and cannot utilize the  MMB button. If this is the case for you, go to File > User Preferences > Input tab > Mouse: header and check Emulate 3 Button Mouse. This allows you to use Shift + Alt +  LMB to pan.
Note the following:

 MMB or Alt +  LMB to rotate.
 MW to scroll in and out.

To learn more about Blender's navigation tools, and as a great place to start with Blender as a whole, refer to CGCookie's Introduction to Blender.


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Cannot delete phantom edge in my model
I'm very new to Blender and I have these phantom vertices/edges in my mesh. The vertices are visible in Object Mode and but not in Edit Mode, so I cannot manage to select and delete them like I would a normal point. It also does not seem to affect the structure when I'm viewing it with a texture. Could someone explain how it got to be like this and how to get fix it?

Thank you!

Do you have any modifiers on your object ?

Yes, it is mirrored on the X axis.

So this is probably the mirrored part that you see in shadow... if that's it nothing to delete here.

I've made sure it wasn't just the mirror's shadow. My bottom two pictures relay this best, though it is hard to spot. I'd be nice to take a video and rotate it for everyone, but that seems like a lot of work for what's probably a simple issue.

Can you share the blend file ?

I believe that the vertex is hidden. To hide something, you select it and key H. This can easily be done by accidentally hitting H on your way to G (grab/translate). Hiding is useful for working on one part of your mesh while not having to work around or Wireframe through other parts. To un-hide, for lack of a better phrase, key Alt + H.
Once you've un-hidden, key X and select Verticies or perhaps Edges in your case.

This was the issue. Thank you very much! I probably did exactly what you mentioned and hit H instead of G.

@user25196 Always glad to help. Thank you very much for accepting!

You can select it by pressing Z first, I'm assuming that you're already in Edit Mode, if not, press Tab to got to Edit Mode, this will allow you to view your object in wireframe, you can select that vertex, then press X and choose Vertex.
You can also switch to Faces instead of Vertices, press Ctrl + Tab while in Edit Mode, and choose Faces, each face in the 3D View has a dot in it's center, you can select these faces, then delete them using X and choosing Faces.

This will work to delete any other vertex on my mesh, except the one pointed out in my pictures. I've noticed it does not have a small black dot at its tip if that is any indicator.

It would help if you can upload your .blend file, use this link to upload it, then copy the link to your question: http://blend-exchange.giantcowfilms.com/


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Black Render output
Morning everyone,
I am totally new to Blender, and just wanted to use a template for a YouTube intro.
The template i use/want to use can be found here.
The things i have changed were the resulotion to 1920*1080, the audio bitrate to 256(MP3), lossless output, and of course the shown text and where the file should be after the rendering is done.
The problem is (and i im pretty sure it would be easy to put it right if i knew how to) that the final result is just completely black with the sound.
I have no idea how to "fix" this and it would be nice, if someone could help me. :)

It works just fine for me, try to open the original file again, and make a render, see if that works. The only other thing i can think of is that you are using a player that doesnt support the codex you used for exporting. Try using a different player, or a different codex.
EDIT: Also, i dont think Youtube supports 256br at all, and during upload will convert it anyway. But i am not 100% on that, it might have changed over time.

I can do what i want, the video at the end is completely black.

Isnt that the black that is usually used to fade into the next part of the video? So cutting it out isnt a sollution?

I think i wrote something wrong xD . I mean the whole video is just completely black.

Weird, idk what is going wrong, everything works peachy for me. So i think i cant really help.


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NLA Editor Question
Can you "edit" a key action within the NLA Editor?  As you can see from the image below, I have six pages in a book that turn perfectly...EXCEPT each page is repeating itself once, resulting in 12 pages!  I only want 6 pages, and I only want to turn ONE PAGE at a time:

The Blend is here if anyone could please help...I'm desperate to complete this project this week.  Thanks for any help! .blend

Hi jmarkt.  I'm not sure what you're intending.  Editing within an action isn't really something the NLA was designed for, but you can select strips and hit 'Tab' and open up the F-Curve editor to Edit the animation there.  I'm not sure I understand your need to repeat things.  Presumably, if you only want 6 page turns, set the 'repeat' field to 0.  But you clearly understand how to do that..

Thanks, Mike, for the quick reply.  Actually, I really don't understand :>)  I followed a tutorial to get this far, and now I'm trying to modify it to fit my needs.  With a little guidance, I'm sure I can find/set the repeat field, but can only "look around" at this point.  Thanks again for taking the time to help!

Ok well good on you for getting this far, the NLA usually bewilders people.  Try selecting one of your strips, hit N to bring up the properties tab, scroll down until you see Action Clip, find the repeat field, and change it to 0.  But I'm unsure this will lead to the desired effect.

I changed the Repeat value to .001 (min default?), and I still end up with "two Page 2's", "2 Page 3's", etc???

Revisited the issue, and tweaked the "Repeat" field to "1" on the Armatures (rather than the pages), and all is well now.  Thanks again to Mike Belanger for putting me on the right trail!

authors: Махмут Аликперов


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Move object array along curve
I have a simple mesh that forms a belt around a BezierCircle with the help of an Array and a Curve modifier. I want to move the belt forward and animate it.

The common way to do this is to simply move the object, but when I do this, I get:

I also already tried Follow Path constraint and duplication frames; neither worked.

Just found it out myself: The curve was not looping.

Move the object so that the error is clearly visible.
Select curve, go into edit mode.
Find the segment where the array modifier quits the curve.
There, look for the ending of the curve (The segment is not attached to its beginning) and select it.
Tool shelf, "Toggle Cyclic".


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How can I make these drivers "Blend" these shapekeys properly and with acuracy?
Is there a way to blend several shape keys with only drivers properly? This seems very possible but complicated to understand, like for example in how to use the equation, and understand it and how to setup the other values and properties...

The first two (1 and 2) shape keys seem to blend perfectly but the 3 and 4 doesn't do it well, the variable equation I used is from this answer: How do I get a driver variable to taper down to 0 once the variable is doubled?
This seems to work for what I need, which is for triggering a value a from 0.000 to 1.000 of the shape key slider (but being triggered from a different smaller/bigger value for the bone/object controller location, rotation or scale), and then from 1.000 goes back to 0.000 (also I need to know how I make that transition slower or faster, whether the speed of the activation and deactivation) but still I don't get to make the settings to blend all shapes keys when I move the empty...
I want the shape keys to blend at a specific value like for example if you notice in the cube, when it moves 1 key to 1.000, then when it decreases down to 0.500, and the 2 key increases perfectly hitting the same value at the same time, and then the 2 key goes to 1.000 and then 1 key goes to 0.000, and so on with the other ones....but I want to understand how i properly match up the values in every setting (from the equation and the generator modifier) to vary the speed of this, and without messing up the sums of values...

Also please can someone please explain very well about how to use properly the drivers f-curve editor? i have been struggling on how to use it to create this type of complex shape keys, and as well still no success looking for a really good tutorial for explaining all the possible equations to use, hacks,tricks, and the uses given for every type of tasks...
I need to implement this in a facial rig, so the cube is just a demonstration for what I am trying to do so I hope you understand the setup, (seems pretty easy setup but its actually not) for later use this in a facial rig (like when opening the mouth to smile but with different scale in each shape key, from closed smile to open smile)

@batFINGER can you possibly help on this one?

Hey guys check RBF Drivers addon
with this addon you can get more advanced shape keys activation, and overall more advanced drivers with this Radian Based Function stuff, so this definitively solves the issues of the vanilla drivers in blender to make this kind of driver i was trying to achieve in the easy way...

Have you tried the "Average Value" Type, instead of the "Scripted Expressions". For me, the "Average Value" and the correct adjustment of the curves always have resulted in what I expected it to do.

am gonna try...

ok nah is not what i want x"D, i guess i gonna still wait for someone to answer hopefully


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Can a Deform Mesh Be Split Along the X Axis?
I am trying to split a deform body mesh along the x axis in order
to further edit the mesh to use to create another object.In this case
form fitting armor, anyone have any advise ?
When I try to use Ctrl+ R , I get a
message that says loop cut does not work well with a deformed mesh.

I'm not sure if this is the only answer, but it appears the Knife Tool seems to work. If someone with more experience with Blender can give a more complete answer please do so.

You can the use the Side of Active operator followed by split to do this.
From the manual page on Side of Active:

With an active vertex, this tool will select all vertices in a
specified direction. It is similar to the Loop Inner-Region tool in
that it will fill select faces within its perimeters, however, it is
determined by direction and not by a closed loop.

So to use this in practice, I used the following steps:
1.I assigned this to a Quick Favorite for faster access to the Side of Active operator, as it an operator that is only accessible via menu otherwise.
2.Then, in the case of the monkey, I selected a single vertex and pressed Q>Quick Favorites>Side of Active and adjusted the threshold until half of the object is selected.
3.Next, press Y and then G to move the split half away.


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Mesh moving in the opposite direction to bones
I'm very new to blender. I've meshed a basic structure and added some bones for the legs, but the mesh is moving in the wrong direction for one of the legs. See the video below:
https://gfycat.com/MagnificentThatLaughingthrush
Any idea how I can get the mesh for the right leg to move outwards?

It looks like an IK issue to me. Does this help?

I have taken a look at IK settings but couldnt seem to figure it out. In the video, the bones are moving as I want them to, its just the mesh which isn't following properly

To solve your problem follow this:

Select your mesh and apply the mirror modifier and delete the armature modifier

Delete all vertex groups in your mesh
Select your mesh then Shift
and Right-Click select your armature then hit Ctrl+P and choose parent with automatic weight and it should work


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Why is my Blender UI glitchy when using rendered preview?
When I enter rendered preview with cycles, the UI keeps turning black. GIF showing the problem.
I noticed that the problem isn't occurring when I change the "Window Draw Method" from "Automatic" to "Full" in System settings. However, when it is set to "Full", Blender keeps crashing when I try to enter rendered preview.
I'm using GPU rendering with a GTX 1060 6GB with the latest drivers.
I have tried rolling back the GPU drivers, but didn't help. I have also tried older versions of Blender, which didn't help either.
Does anyone know why this is happening?
Edit: I just found this thread on reddit (https://www.reddit.com/r/blenderhelp/comments/6h7aoh/blender_constantly_crashing_and_freezing_on/), where somebody asked a similar question. And the answer was to turn off nvidia shadowplay, or instant replay or whatever it's called. And it worked!
Case closed!

Most likely a graphics driver issue or a some sort of GPU problem. Either the scene is too heavy for your VRAM, or your card is being stressed too close to limits, or there is some hardware corruption or defect, like bad memory sectors. Have you tried updating your drivers to the latest version?

I am running the latest driver, so I don't think that's it unfortunately. The thing you said about the VRAM got me thinking, if it has to do with my GPU being overclocked. So I just tried removing the overclock, but sadly it didn't solve the issue.
Maybe it's a hardware thing then. It's just weird, because it works fine in games and stress tests.

Which version of Blender? Have you tried a daily build from https://builder.blender.org?

Currently running the latest version. But I have both tried previous versions and daily builds. No change unfortunately.

Hi @J.Larsen - please add your solution as an answer and accept it. This will remove the question from the 'unanswered' list and also help other people find your solution.

Done. Sorry, I didn't know. I'm new around here.

I bet u have the instant replay on in GeForce... i have the same GPU and that fixed the issue. Just disable it when using blender.

I just found this thread on reddit (https://www.reddit.com/r/blenderhelp/comments/6h7aoh/blender_constantly_crashing_and_freezing_on/), where somebody asked a similar question. And the answer was to turn off nvidia shadowplay, or instant replay or whatever it's called. And it worked!
Case closed!


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Can I change multiple material colors at the same time
I have a model I exported from 3dsmax using the .fbx format but all the materials are black so the textures don't show unless I change each material to white. So is there an easier method to doing this as there are hundreds of materials I have to change.
Note: I exported from 3dsmax and imported into blender.

Possible duplicate of .fbx export why there are no materials or textures?

no because I have all my materials and textures it's just because my materials are black that the textures don't show

Have you created these materials in Blender, or were they the direct result of importing?

I state at the beginning that I exported from 3dsmax so it's a result of importing

So how is it not a duplicate, have you read the linked answer? What does it say there?

I exported a 3d model that I made in 3dsmax as a fbx file and I am importing it into blender but because exporting is never perfect as the post you linked states so all my materials are black so the textures don't show when I add lighting so I have to change the materials to white for the textures to show so I would like to change all of the materials to white without doing it manually.

Oh ok, I see it now, vote retracted. I don't think that is going to suffice to get proper materials for rendering but that is probably another issue. I know of no native way of batch changing materials in Blender, at least not without some custom python scripting.

Maybe this can help https://blender.stackexchange.com/questions/23882/how-can-i-change-the-color-of-a-material-using-python-script

Well I have used it before but I only used a section of it for a scene I just had to manually change all the materials that were visible to white and it rendered the textures it's just I would like to make it hassle free when I want to use it by changing every material to white so I when I wanna use a different section I don't have to go through that process again.
But thanks for your help anyways.
edit: I'll try that

Using that I will have to enter each of the materials names into it and there are over 260 materials that each have a unique name

Well I am no coder but maybe if you wrap that code in some sort of while or foreach loop maybe you don't have to do it all by hand.

I tried to figure it out on my own and I found a few traces but I was stuck so I asked for some directions to get it done using python.
So here's the solution to changing multiple materials using python.
https://blender.stackexchange.com/a/80737/39857


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Texture Paint not applying 2.78
I followed several tutorials on how to paint my model with texture paint.
I've unwrapped the model and made sure I have a material and a texture. I have a node to place my new texture image on my mesh, and I placed that image on my UV map as well.
I have no idea what I've done wrong, but painting on the mesh and the UV map doesn't work.

Where were you trying to paint? As is shown on your screenshot paint should work in the viewport editor, so to paint on the model itself. You'll see how the image changes in the UV editor. It won't paint on the image in the UV editor as it's set to non-editable mode.

I tried painting directly onto the mesh as well as onto the UV map, but neither seem to have changed anything. I'll check editing mode in the UV editor though.

It should've already working in the viewport window so checking in UV editor window won't change a lot. Check settings of the brush - Texture scroll, if there isn't any empty texture assigned, Stroke scroll if stroke settings allow painting to show up immediately, Curve scroll if curve preset allows brush to draw.. Or import new brush from default file. Also in the Slots tab check if there isn't any masking image assigned.

Oh yeah, it was the brush, thanks for helping.

Could you clarify what exactly wasn't correct with the brush? Also it would be helpful for others if you answer this question with some details like screenshots and several words of explanation of what went wrong. Thanks.

Sorry for not clarifying, but I went over my set-up a few times and haven't figured out exactly what got it to work. I went through my stroke options as you suggested and switched through them. Curve didn't work and still doesn't, but the other stroke types started working after I switched through them. I didn't change anything else as far as I remember, it just seemed to start working after I examined my curve settings.

I suffered from this same problem, When you select TexDraw as your brush it automatically selects a texture to draw with, in which case is usually the new black texture you made to paint on so everything is black and will never be anything but.  Just clear the texture from the TexDraw brush and you're in business.

When selecting TextDraw brush (or any present for that matter brush in Blender) there won't be any texture assigned automatically. It will be assigned only if you open that Texture rollout and press New button (or select from list of textures).

I searched for an hour before finding this answer. I'm amazed it hasn't been upvoted before. I don't know why it defaulted to this, but it wasn't my choice. It did that in 2.79 and 2.8. I am going to add this answer to the far more upvoted and visible https://blender.stackexchange.com/q/15301/7548. Maybe it will save someone else from the anxiety i had.

And you do this removal HOW? All I can do is add more and more brushes. I can't find any way to delete them.


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Hair Particles go straight thought the head
I've been modeling a character in blender, but when I try to use the hair particle system all the hairs extrude from the front and the back of the head instead of radiating outwards. The hairs going out the front and back are practically immobile, and the one or two that can be manipulated well aren't completely in line with their normals either.
I checked to make sure the normals were consistent and that that were facing outwards, but that doesn't seem to be the problem.
In addition to that it looks like it's only adding hair to one side of the head.

Help would be appreciated.
Update:
My mods are ordered, from top to bottom: mirror, subdivision surface, paticles
Moving around and disabling/re-enabling the subdivision modifier only seems to change the location of the already applied particles, only making the hair somewhat even by moving what I have applied and letting me add particles in the recently vacated space.
The mirror modifier [without any other mods applied] doesn't seem to properly mirror the particles: when it's applied first it only switches the side the particles when I toggle it off then on again. When I apply the mirror mod second it only applies to the skullcap, with no variation.

Make sure the modifier stack is in the correct order... and make sure the meshes scale is applied

I updated the question with more details about my modifiers, also I found some things for how to use "meshes scale", but I'm not sure what you think I need to apply [to the skullcap?] and why.


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How do I use python to independently animate the shape keys on several instances of a mesh?
I have created a mesh and it has a basis and relative shape key.
I can animate the Value of the relative shape key.
Unfortunately if I create a second instance of the mesh using alt-d or python's bpy.data.objects.new("second", bpy.data.meshes["space cow"]) the animation of the shape key affects both objects and they can not be separated.
It seems that obj.data.shape_keys is actually its own datablock from bpy.data.shape_keys and has its own animation_data separate from the object or the mesh.
Since I need to create and animate a herd of space cows using python I need code which can create independently animatable instances of this mesh.
My current instinct is that I'll have to duplicate the mesh data block and then duplicate the shape key.  It makes me sad that I have to create so many copies of a mesh.  I am hoping that someone else will know a better way.

Given the suggested answer  below and you stated [It makes me sad] ...What is the actual technical problem that remains ?  Memory consumption? CPU Consumption?

If I were rewriting the shape key system I would make it so that the animation of values is on the object datablock instead of the shape_key datablock.  That way you could have a shared mesh and animate the instances independently (almost like how the pose on an object containing an armature is on the object datablock, not the armature datablock).

Also, I'm remembering how my blender UI was unusably slow editing my insane clockwork animation until someone showed me how to use empties and dupligroups to replace my thousands of objects.  https://www.youtube.com/watch?v=jO3gfGfxPkw  .  Although reusing mesh datablocks is a little different than empties with dupligroups.

Plus, if I ever decided to make adjustments to the original mesh and or shape key, I would have to reclone all the derivative objects (which, given that I'm using python is less of a burden than if I had to do it manually).

The code I have developed since asking the question looks like this:
def cow_clone():
    orig = bpy.data.meshes['grazer']
    copy = orig.copy()
    # that conveniently copied our shape keys too
    return copy

and
def gobble(obj, frame5):

    data_path = "key_blocks[\"close mouth\"].value"

    shape_key = obj.data.shape_keys
    key_block = shape_key.key_blocks["close mouth"]

    key_block.value = 1
    shape_key.keyframe_insert(data_path, frame=frame5-35)
    shape_key.keyframe_insert(data_path, frame=frame5-10)
    key_block.value = 0
    shape_key.keyframe_insert(data_path, frame=frame5-30)
    shape_key.keyframe_insert(data_path, frame=frame5-20)

So copy()ing the mesh datablock conveniently copies the shape_keys (which is good, because shape_keys seems to be read-only).  Since I currently only have 10 of these meshes, it will not break the bank.  Although when I get around to doing the 320 flowers that will probably bloat the file a bit.  I am optimistic that it will not really stress blender at these numbers.
While this code works, I'm just dissatisfied with it; so I'm not going to accept this answer just in case someone smarter than me comes up with a better tactic, or maybe blender reworks its shape key system in a future release.
I suppose my primary complaint is that you can't make updates to a master mesh and have those updates affect all the derived instances.

Where do you put position information?  Do you have to specify two whole meshes?  What if I just want to animate a tiny portion of a large mesh?

User Preferences / Editing / Duplicate Data /
Mesh [False] Setting
allows you to get a fresh, not shared copy, of the mesh data and the bundled shape keys.  Perhaps this will work for part of your work flow. You may be copying manually and this setting can be enabled or disabled.  Of course you can make the mesh single user in the mesh panel.
Suppose you moved every vertex in a shape key then we might suspect the shape key is the same size as the original mesh.  Informal thinking with no software inspection.
Since the cow is a organic creature and could be served by an armature many readers would suspect you are using an armature.  If not the suggestion is to use an armature.  Perhaps armatures with a limited number of shape keys would be a good balance.
The count of duplication, whether you have 3 or 333 copies of the original would tell the readers more and allow them to suggest optimizations.  Examples of your use of shape keys might allow other suggestions of Blender Modifiers.

Unfortunately, the nature of the model (which resembles a low-poly whale shark crossed with a flat bacteria) means that animating the opening/closing of the mouth would probably require 12 bones (one for each vertex).

You may spawn instances of the object and then have the object animate random shape keys or an AI tree. Hope the late reply still helps the readers imaginations.

Hello ! While it is absolutely fine to answer an old question if you can shed light on another solution, you should add more detail (step by step, screenshots, links to the documentationn, etc) because as it stands, and in comparison with the other answers, yours isn't really helpful. Thanks :)

Hi, thanks for the post. This site is not a regular forum, answers should be substantial and thoroughly explain the solution and required workflow. One liners and short tips rarely make for a good answer. If you can [edit] your post and provide some more details about the procedure and why it works feel free to restore it, otherwise it may be deleted or converted into a comment. Perhaps add a few images illustrating the workflow and final results. See How do I write a good answer?

what is AI tree?


text:
What workflow should we use to create a text object that requires characters from multiple .ttf fonts?
If you are trying to create a text object in blender and find it is missing some code points, what workflow would you use to mix in another TTF that supplies the missing code points?
To complicate this, assume you want to have reasonable automatic kerning and word wrap in a text box.
For an example of a text object that illustrates the problem the following python gives me a text object missing several of the characters that are part of the body:
import bpy

obj = bpy.context.active_object
obj.data.body = "bacon\u2026 \u2058 \u03a8 eggs"

If I manage to find some .TTFs that cover the missing characters, how do I join them to the text object?  It seems that blender only supports 4 fonts per object, and how you actually indicate which of the four fonts is used by any particular character?
I experimented with the object font technique outlined by Duarte Farrajota Ramos and it has shortcomings in this situation.    As you can see from the previous screenshot the kerning is a disaster and the glyphs seem to appear out of order.  The python source that generated this scene can be found at http://web.purplefrog.com/~thoth/blender/python-cookbook/object-font-from-regular-font.html .
Despite the scripting tag that was added by a well-meaning editor, this question is NOT about scripting.  Scripting is merely a convenient way to clearly illustrate the issue.

Not sure if it works for you, probably not a very solid or flexible long term solution,  but have you looked into Object Font?
Basically you specify a "family name" or a base naming convention for a bunch of objects, you then manually name any 3d object using that naming convention like fontobject_a fontobject_b fontobject_c fontobject_n etc.
You then enter this family name in the Properties Window > Object Data > Font > Object font as fontobject_
You can now specify any regular blender objects as a character replacement. You manually create objects for every character, can be a 3D mesh, a bezier curve or even another text object using the desired font file, and name it properly.
Turn on vertex duplication on the original font object under Properties Window > Object > Duplication > Verts and you can have as many different fonts as you like.
Have in mind that it is an admittedly cumbersome solution and will probably require post processing like making the duplicates real and hiding the underlying text object.

I created http://web.purplefrog.com/~thoth/blender/python-cookbook/object-font-from-regular-font.html based on this technique and used the StandardGreekItalic font from fonts101.com.  Unfortunately, the kerning is a disaster.  It seems to use the spacing from the base font (which is wrong for the missing code points, and even the placement of the glyphs ends up a mess).  I'll add a screenshot to my question.

Yes it seems to be a lot of inconvenience. Only other thing I can think about is use an external editor with proper text editing capabilities that suit your particular needs (Inkscape comes to mind), converter your text into "static" vector paths, export as SVG and import into Blender. It will not be a "live" text object, but will probably work acceptably for rendering or any other "visual only" purposes.

try using a Pro font as opposed to Std.  Pro fonts support a much wider range of glyphs than standard (for details, see https://www.fonts.com/support/faq/opentype-varieties) and this may mean you can avoid the problem by using a single font.
In order to manipulate the text formatting via Python you must use .body_format, which is a collection of TextCharacterFormat.  Check the current version of the API docs for full details.
Example:
Sets the first character of the 'Text' object to use bold font.
bpy.data.objects['Text'].data.body_format[0].use_bold = True

At the end of the day, you may be better off using a 2d graphics package to prepare your text and export it as SVG, which Blender can import as curves.


text:
Rotating my Earth in an animation
I would like to animate my earth model by rotating it around an axis to be able to see all sides of it during the animation. I can't seem to figure it out. I would appreciate any help, as this is a project for my 3D animation class. Thanks! You can get the file here.

What part of the animation process are you having trouble with?

I just finished modeling the Earth but I have never animated anything in blender so I don't really know where to go from here. I just want a simple rotation of the sphere to see all sides of it.

please post your .blend file with this. No google account needed, free, BSE friendly.

If you know what keyframes are, this will be fairly simple. If you don't know what keyframes are... that's a bit beyond the scope of this site.
Basically, you'll make a keyframe at the beginning of you animation (usually frame 1). To do this, press i and select "Rot." This will record the rotation of your planet, and make sure that the rotation IS that value, until it gets changed by another keyframe.
Next, scrub a few frames later (30 frames is 1 second, so 30-40 frames will be fine). Then rotate your planet on whatever axis you are wanting, and then press i again, and select "Rot" again. This records the new rotation, and makes sure that the rotation IS that value ON that frame. In between this frame and your first keyframe, Blender will automatically "blend" between the two rotation values, and you'll get rotation.
If you search YouTube for "beginner Blender animation" you will find lots of good results.


text:
Get the angle of an edge
I need to know the angle of an edge using bpy. I need this angle in the x-y plane so if the edge is aligned with the Y axis the angle will be 1.57 radiants (90 degree) and if the edge is aligned with the X axis the angle will be 0. Thanks

The raw answer is
import bpy
from mathutils import *
from math import *

v1 = Vector([3,2,0])
v2 = Vector([3,2,1])
C = v2-v1

theta = atan2(C[1], C[0])

print(theta)

If you need to be able to compute this from the currently selected edge of a mesh, let me know and I can upgrade the python.

With v1 = Vector([1,1,0]) and v2 = Vector([2,2,0]) should give me 0.78 rad (45°) but give me back 0.0. Thanks anyway!

OK, i was thinking "from the XY plane" , not "in the XY plane", fixed.

Thanks , I was also trying with angle(other, fallback) but the angle was always absolute. Your is a much better way.


text:
How can I interpolate between two different animations?
In the NLA Editor:

See how there is a slight positional change when going from Idle to StandingAttack? Is it possible to somehow merge these two animations together so going from Idle to StandingAttack is one single, fluid motion?

The brutal answer is to animate a transition between the two different strips.
First consider how much of the end of the first strip and the beginning of the second strip you want to preserve.  If you want to shave some frames off of one or the other you can do that by adjusting the parameters of the strips (which does not affect the original actions, it just changes how much of that action is incorporated into your animation).
Then create a new strip that bridges the frames between the end of the first strip and the beginning of the second and populate it with keyframes that animate the figure how you want it to move.
One workflow for this process would be

create keyframe from position (or whatever) to begin a new primary action at the frame where the transitional animation will begin.
Push that new action down into the NLA track using the vv icon.
Alter the End Frame of the new strip to be the end of the transitional animation.
Create a new NLA track ( Add>Add Tracks )
Use Edit>Track Ordering>Down to move that track below the existing track.
Use Edit>Move Strips Down to move the brand new strip into the new lower NLA track.
Scrub the time line to the frame from the second (old) strip to pick up the position from that strip
With the new strip selected, Tab to begin editing its action.
Insert a new keyframe using the value we got from the second strip
select the first strip and change its Extrapolation from Hold to Nothing
Alternatively, move the NLA track with the new strip to the top of the tracks and make sure its Extrapolation is Nothing

I created an animated gif that is too large to put on stackexchange:
https://drive.google.com/open?id=0B2Wy3tK1vORHc1FCZEFPYWtkZzQ
Now since I was just dealing with the location of a single cube this process was relatively easy.  Since you are dealing with an armature's animation and your animation consists of a large number of fcurves for the orientation of many bones, steps 1 and 9 will have to be repeated for every bone that has a keyframe.  Do not repeat steps 2-8.  Use the single new strip to contain all of the keyframes for all the bones of the transitional animation.

Here are my frames, so edit these inside the Action Editor and then use the NLA Editor to "merge" them if you will? (closely adjacent to each other?)

Aw man, I forgot how many fcurves there are in an armature.  The workflow is NOT going to be trivial (which is why I used the word "brutal").  I'll see if I can cobble together some screenshots and an extended narrrative.

WoW @ that edit, this is beyond helpful. Really appreciate it

If you hit any snags, go ahead and leave a comment and I'll eventually notice and clean up the narrative to help the next guy that follows in your footsteps.


text:
Rotate a cube to make it stand on one of its corners
Kind of a theorical question here.
I would like to know how you would rotate a cube so it stands on one of its tops.
I finally managed to do it but probably not in a proper way, and as i'm curious to improve my workflow, I ask you.
Maybe there is a "mathematical" way to compute the Y angle; or even better, would there be a "blender" way to do it even more quickly ? (with snapping or something)
Thanks !

Somewhat better non-mathematical solution:

Extrude one of the side edges along the 'Z axis' and split the extrusion with Y.
Set cursor location with Shift+S and pivot point with comma.
Enable vertex snapping, set 'Edge' snap element and 'Active' snap target.
Select the main object with L and make one vertex active with Shift-Click.
Rotate in front view and side view.

That's how it looks:

While all answers here are really good, I think this is the most efficient way for me.  Thanks !

But the problem with this nice technique is that you work in edit mode, and thus the rotation isn't applied on the object but on the mesh...

@gordie Not really a solution, but you can remember the angle written at infobar when rotating in edit mode and apply it to object thereafter.

Late to the party so adding an "out of the box" fun solution, use physics. (Not to be taken seriously really but it could work if you increase the simulation steps, wait for the entire sim to end and then convert to a mesh from the baked simulation, remove the "string" and set an origin on the cube).
Example below is terrible as well since I use cloth as opposed to rigid body, the point is made however.

Here is a mathematical solution. When you have finished your first rotation you have something like this (a cube staying on its edge):

I added a diagonal for this explanation. From the side view it looks like this:

When the cube stays on its edge, the new object height is . The angle for rotation is defined by formula . To perform this rotation type in 3D view: ry=atan(1/sqrt(2))*180/pi. This will give you a perfectly oriented cube.

And if you don't need perfect mathematical precision, just need to do it faster than eyeball, ry=35.26.

Mathematically
if you look at the Front Ortho of the image there is the triangle ABC. Length B is the side of the cube L, length A is the length of a faces diagonal L * sqrt(2) (basic pythagoras). The tangent of angle alpha will be L / (L * sqrt(2))  or 1 / sqrt(2) atan of which equates to 35.2644 degrees.
The rotation_euler XYZ (45, 35.264, 0)
The length of the longest diagonal C is L * sqrt(3), Once again from pythagoras. If the origin is in the middle of the cube translate the cube L * sqrt(3) / 2 to put it on its point.
Interestinglythe volume can be calculated using C**3 / (3*sqrt(3))

Can't speak for mathematical ways, but you can do it like this.

create a "segment object" which connects your object "poles" (nort/south)
parent the cube to the "segment object"
create a vertical "reference segment", along Z
using snapping to edges, rotate the "segment object" from front/side views, snapping it to the "reference segment"

like

you'll get this

Here's my solution outside of Blender, and I'm working to get it inside Blender. OK, only six edges and six corners of the cube remain, but that's a good start. And the two missing corners lie on the vertical blue axis in the center of the image. On a more serious note, R Z 45, R X 180*acos(sqrt(3)/3)/pi, G Z sqrt(3) to move tip to origin. Remove the two vertices on the z-axis and get the shape in the image below.

Fast---
In object mode ortho 1, rotate cube by eye so vetex is in line with axis. Zoom in if you want to be accurate.
Go to ortho 3 and repeat.
Good enough for me.
... or have I missed something?

That's what I did myself before asking this question.  Good enough, but not perfect :)  Anyway, thanks you all for your nice answers !

My foray into level design taught me that being exact rarely matters, and eye-balling things gives a softer, more human touch. There are legitimate cases when you'll need to be exact, but one should know with discretion whether and when they actually need exact, and when they do not.


text:
How do I create a waterspout/vortex?
I need help on how to simulate a waterspout/swirl/vortex like the one in this image.

It would help to know what you have tried.  To me, it looks like the camera is positioned right at the surface of the fluid.  Perhaps the fluid simulation can be pushed to have an out(in?)flow at the bottom of the whirlpool, with some sort of push to make it spin?  It seems like this will require quite a lot of baking at high resolutions to refine the effect.

Welcome to Blender.SE! We're glad to have you! This looks a lot like a Tutorial Request, which will likely get removed (they aren't what this site is about). Some newcomers get frustrated because they expect this site to work like a forum... but it doesn't. Please take a minute to review the [tour] and get a feel for how we do things in the StackExchange network (and Blender.SE specifically). Well asked, and well researched questions tend to get better answers. When you put in the effort to do your own homework, we feel better about putting in the effort to help get you the rest of the way ;-)

If you would like to see a similar file in action, http://www.blendswap.com/blends/view/73563... Also, a search there for "water" may return a number of other files that offer suggestions.  I think Blendswap files are a cool way to see how others solve a problem I am facing... not always the one "right" answer is involved, and several techniques may be applicable...

Oh! I'm truly sorry about this question @Matt. I will try not to post like this next time. Thanks for the advice!

Thanks @Gliderman, I have tried nothing so far. But I'll let you know what's up once I started.

I will check that out, thanks @rcgauer and @cegaton!

Lol, no worries @Vic ;-)

authors: Евгений Шевцов

authors: Сергей Дозморов


text:
How to display a text value in the 3dview that shows the value of the width in the bevel modifier while I'm changing it?
I wanted to draw a text value on the screen when I change the value of a modifier, for example I need the value of the solidify thickness to show up on the 3d view screen.

Finally did it, well it took some time but I got to forgot adding the answer.
blf.draw(font_id, str(context.active_object.modifiers["Bevel"].width))


text:
Remove Paint brush through python
Can texture paint brushes be removed through Python ? I wanted to remove a brush of a specific name for example "Brush57". Removing it by shift clicking the x button usually sets it's user to 0 so it still remains in the memory. How am i to remove the brush from the memory/datablock ?

The brushes collection is available thru bpy.data.brushes  Like most (maybe all) ID object collections in blender, items can be removed with collection.remove(obj).
import bpy
# get the brush
brush = bpy.data.brushes.get("Brush67")

# if brush is None well make a new one for example

if brush is None:
    brush = bpy.data.brushes.new("Brush67")

# remove the brush

bpy.data.brushes.remove(brush)

I see it worked but I wasn't clear in my question, I have edited it. Removing it usually sets the user of the brush in the data block to 0 so it still stays in the memory, I was asking how to remove it completely from the memory through Python.


text:
Set Render/Camera resolution to Render Border coordinates
I have been thinking about this for a long time. I decided that I would try finding a workaround or jump on the python train. But unfortunately I still don't have solution and I am at my wit's end. Here's what I could gather:-

Setting border render coordinates using python:-

bpy.ops.view3d.render_border(xmin=188, xmax=423, ymin=271, ymax=489)

Setting Render/Camera resolution using python:-

for scene in bpy.data.scenes:
  scene.render.resolution_x = 1920
  scene.render.resolution_y = 1080

My main objective is to match the camera/render resolution to the Border render coordinates so that the camera fits to the drawn render border. I want to do this mainly because it's easier and saves a lot of time than manually adjusting the resolution and the location of the camera.
Question

How do fit the camera/resolution size to the render border through python ?

What do you exactly want, as I understand it is pressing the crop button (next to the render border) In python: use_crop_to_border. Changing camera position is tricky as it will lead to different results. It might be possible by changing the offset of the camera.

I want the camera size/render resolution size to fit the drawn Render border.

Ray Mairlot made an addon (paid) that should do what you want.

For perspective camera's you can use this. Original code from https://github.com/ChameleonScales/Camera-Cropper-Splitter just cleaned up a bit.
It uses the shift property of the camera to match the original camera image. For some cases this is useful, but other cases it ain't. Then you really need to move the camera.
scene = bpy.data.scenes['Scene']
render = scene.render
camera = scene.camera

orig_res_x = render.resolution_x
orig_res_y = render.resolution_y

border_width = render.border_max_x-render.border_min_x
border_height = render.border_max_y-render.border_min_y
border_left = render.border_max_x+render.border_min_x
border_top = render.border_max_y+render.border_min_y
border_res_x = orig_res_x*border_width
border_res_y = orig_res_y*border_height

# ▼ Focal length change ▼
if (orig_res_x>orig_res_y):
    if border_res_x > border_res_y:
        camera.data.lens /= border_width
    else:
        camera.data.lens *= orig_res_x/border_res_y
else:
    if border_res_x > border_res_y:
        camera.data.lens *= orig_res_y/border_res_x
    else :
        camera.data.lens /= border_width

# ▼ Resolution change ▼
render.resolution_x = round(border_res_x)
render.resolution_y = round(border_res_y)

# ▼ Shift X ▼
if border_res_x>border_res_y:
    camera.data.shift_x = (0.5 * (border_top - 1)) / border_width
else :
    camera.data.shift_x = (0.5 * border_res_x * (border_left - 1))/(border_res_y * border_width)

# ▼ Shift Y ▼
if border_res_x>border_res_y:
    camera.data.shift_y = (0.5 * border_res_y * (border_left - 1))/(border_res_x * border_height)
else :
    camera.data.shift_y = (0.5 * (border_top - 1)) / border_height


text:
Script to replace cubes not always working
i created this script because i have a blender file that has alot of cubes with unnecessary faces. Most of them have 10 faces so i made this script to replace the cubes with normal cubes from the add mesh menu that only has 6 faces by getting the old cube locations and dimensions and rotation then saving them to text files then deleting the old cube then setting the old cube data to the new one
The script is working fine when i replace the normal cube with another from add mesh menu but when i test this with cubes that have 10 faces i get a bigger cube and little different rotation and location but i have the right data in the transform menu
my code
import bpy
import re
file_data = [] # create an empty list
animation_data = {} # create an empty dictionary
thexdimensionsline = open("/home/my new blender addon/convert to lowpoly cubes/thexdimensionsline","w")
theydimensionsline = open("/home/my new blender addon/convert to lowpoly cubes/theydimensionsline","w")
thezdimensionsline = open("/home/my new blender addon/convert to lowpoly cubes/thezdimensionsline","w")
thexlocationline = open("/home/my new blender addon/convert to lowpoly cubes/thexlocationlinefil","w")
theylocationline = open("/home/my new blender addon/convert to lowpoly cubes/theylocationlinefile","w")
thezlocationline = open("/home/my new blender addon/convert to lowpoly cubes/thezlocationfile","w")
#readdddddddd
thexrotaionline = open("/home/my new blender addon/convert to lowpoly cubes/thexrotaionlinefil","w")
theyrotaionline = open("/home/my new blender addon/convert to lowpoly cubes/theyrotationlinefile","w")
thezrotaionline = open("/home/my new blender addon/convert to lowpoly cubes/thezrotationfile","w")
class DissolvePanel(bpy.types.Panel):
    bl_label = "lowpoly cube changer"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
    thexdimensionsline.write(str(bpy.context.object.dimensions[0]))
    thexdimensionsline.close()
    theydimensionsline.write(str(bpy.context.object.dimensions[1]))
    theydimensionsline.close()
    thezdimensionsline.write(str(bpy.context.object.dimensions[2]))
    thezdimensionsline.close()

    thexlocationline.write(str(bpy.context.object.location[0]))
    thexlocationline.close()
    theylocationline.write(str(bpy.context.object.location[1]))
    theylocationline.close()
    thezlocationline.write(str(bpy.context.object.location[2]))
    thezlocationline.close()

    thexrotaionline.write(str(bpy.context.object.rotation_euler[0]))
    thexrotaionline.close()
    theyrotaionline.write(str(bpy.context.object.rotation_euler[1]))
    theyrotaionline.close()
    thezrotaionline.write(str(bpy.context.object.rotation_euler[2]))
    thezrotaionline.close()

    bpy.ops.object.delete(use_global=False)
    bpy.ops.mesh.primitive_cube_add(location=(2,0,0))
    thexdimensionsline = open("/home/my new blender addon/convert to lowpoly cubes/thexdimensionsline","r")
    theydimensionsline = open("/home/my new blender addon/convert to lowpoly cubes/theydimensionsline","r")
    thezdimensionsline = open("/home/my new blender addon/convert to lowpoly cubes/thezdimensionsline","r")
    thexlocationline = open("/home/my new blender addon/convert to lowpoly cubes/thexlocationlinefil","r")
    theylocationline = open("/home/my new blender addon/convert to lowpoly cubes/theylocationlinefile","r")
    thezlocationline = open("/home/my new blender addon/convert to lowpoly cubes/thezlocationfile","r")

    thexrotaionline = open("/home/my new blender addon/convert to lowpoly cubes/thexrotaionlinefil","r")
    theyrotaionline = open("/home/my new blender addon/convert to lowpoly cubes/theyrotationlinefile","r")
    thezrotaionline = open("/home/my new blender addon/convert to lowpoly cubes/thezrotationfile","r")

    actor_name = bpy.context.scene.objects.active.name
    thexdim = thexdimensionsline.readline()
    theydim = theydimensionsline.readline()
    thezdim = thezdimensionsline.readline()

    print(thexdim,theydim,thezdim)

    bpy.data.objects[actor_name].dimensions = (float(thexdim),float(theydim),float(thezdim))
    thexloco = thexlocationline.readline()
    theyloco = theylocationline.readline()
    thezloco= thezlocationline.readline()

    print(thexloco,theyloco,thezloco)

    bpy.data.objects[actor_name].location = (float(thexloco),float(theyloco),float(thezloco))

    thexroteto = thexrotaionline.readline()
    theyroteto = theyrotaionline.readline()
    thezroteto = thezrotaionline.readline()

    print(thexdim,theydim,thezdim)

    bpy.data.objects[actor_name].rotation_euler = (float(thexroteto),float(theyroteto),float(thezroteto))

    #print("afterbla",thexdim,theydim,thezdim)
    def draw(self, context):

        layout = self.layout
        col = layout.column(align=True)
        row = col.row(align=True)

        row.operator("mesh.subdivide", text = "Dissolve Verts")
        bpy.context.scene.update()
        # invoke custom operator
        # row.operator("object.simple_operator" , text = "All")

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

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

if __name__ == "__main__":
    register()

There are two big cubes in my blend file, the blue cube, the cube with ten faces and the red cube, just a normal cube i added from mesh menu and created the small cubes around them. They are just to make you notice the dimensions for the cube that are created after running the script with the cube that has 10 faces but if you execute the script with the red cube the cube replacement will work just fine and the new cube will take the right dimensions successfully

Bmesh approach.
Using bmesh,

Make a new bmesh using the vert coords of context object's mesh
Make a convex hull from vert coordinates
Find any diagonals (edge face angle is zero) and dissolve.
Replace original with the new mesh.

The transformations will be dealt with because we are using the local vertex coordiantes of the original, and keeping the object's transformations. Similarly for materials.
Test script. Converts all selected mesh objects.
import bpy
import bmesh

context = bpy.context

# create a new bmesh
bm = bmesh.new()
for ob in context.selected_objects:
    if ob.type != 'MESH':
        continue
    me = ob.data # old mesh
    # add the verts of original
    for v in me.vertices:
        bm.verts.new(v.co)
    # convex hull
    bmesh.ops.convex_hull(bm, input=bm.verts)
    # update normals (for edge angle calc... may not need)
    bm.normal_update()
    # find diagonals
    diags = [e for e in bm.edges
            if e.calc_face_angle() < 0.0001] # zero face angle
    # dissolve diagonals
    bmesh.ops.dissolve_edges(bm, edges=diags)
    bm.to_mesh(me)
    bm.clear() # clear the mesh if looping on obs.
    me.update()
bm.free()

Edit mode result of running script on blue cube

Possibly the major issue you were having was that the blue box has had rotation applied.  The object dimensions are the dimensions of its bounding box. Image below shows the bounding box of your blue box, and how it "skews" its box dimensions.

@shar edited code in answer to loop thru selected objects.


text:
Blender crashes when I change number of vertices in the scene
When I add a cylinder or change the number of vertices in the scene, blender crashes/closes instantly
Video describing my issue:
link
How do I fix this ?

Seems like a memory issue. Although multiple things could be causing this. Mind adding your system specifications ?

I have 16G ram
I look at the Task Manager when the blender crash, the only about 40-50% ram is used
and also every time I change the number of vertices, the blender crash!

B85-M motherboard, intel i5 4460 3.20 GHz cpu, GTX960 display card

Seems odd are you using experimental builds by any chance ?

I think when the .blend file is about 200,000KB, this crash comes up!
Before this, I had few similar experience.
Is there any relation between the file size and the crash? thank you!


text:
Eevee shadows and lighting in viewport different from final results
I've always used cycles engine in blender 2.79 but when 2.8 was released I tried to switch to eevee since it take less time to render and it looks good
but the problem with eevee is the lighting looks very good in the viewport but when rendering the scene the shadows looks off and not like in the viewport.
Viewport :

Render result :

I thought that there was a problem with the HDRI since it casts light as well but when I turned strength to 0 the render results were the same.

Blender version - 2.83.1
Render engine - Eevee

Have you baked the indirect lighting?

Yes,but the results are the same

I figured it out the Sun's interactive point doesn't change place in final render result when I move it so I have to rotate the main sun


text:
Cannot open blendfile after crash
I spent a few hours sculpting, then I set the view to render view button and blender instantly crashed. The blendfile is also refusing to open. I tried to remove "Load UI" but that didnt help. What should I do?

Can you attach the file?

Hello :). You can open a new Blender instance and go File > Append the whole scene or collection.


text:
How can I use Animated Strip Time in the NLA Editor?
I'm interested in knowing how to use the Animated Strip Time in the NLA Editor. From Alrik's answer to this question, I thought it could be used to do turn a strip into something like slo-mo that's easy to adjust. The only info. I have though on this is from here, that Strip Time is all about determining influence "over what time".
What I did was made a cube, made a strip where the action is the cube moving diagonally. I played around with 2 keyframes on animated influence, and that worked out fine, but one I checkmarked the Strip Time and added a keyframe at .5, the cube doesn't move at all. I thought .5 would slow down the animation to half speed.
How can I use the Animated Strip Time option to do, well, whatever it's meant for, if not slowing down animation times?

Came across the same issue trying to use it. Whenever I made a keyframe it would resort back to 0 and wouldn't animate.
I contacted the developer and it turns out this was a bug. It has now been fixed and it seems to be working fine on the latest daily build, which you can download from here:
https://builder.blender.org/download/

UPDATE: Currently with the latest release (2.7a), you can only get it
  to work using the Graph Editor.

Thanks for the help. The link shows a 404 error. Do you have another one? I also tried it on the release Blender 2.78a for windows, 64 bit. I wasn't able to change the Influence and Strip Time float numbers, even if I keyframed them once.

No problem, the fix isn't on the official release yet, so you'll need to download the latest daily build for the moment. Here is the link which lists them - https://builder.blender.org/download/

Today's build on win32 and 64 is still making the animated influence glitch back to 0, keyframe or not. Is it working for you?

You're right, It seems the latest release (2.78a) hasn't come with the fix from the daily build I had originally linked to, and this seems to have now been removed. However, on the latest version, I did manage to get it to work using the graph editor just by doing ctrl+click, does that work for you? I've added a screenshot in my answer. FYI the developer's contact info is here - link

Ya, I can keyframe both "Animated Influence" and "Strip Time" in the Graph editor. However, the cube isn't moving. It only moves when I uncheck the "Animate" checkbox on top of "Strip Time" in the NLA Editor. Is it moving for you? Here's my desktop screenshot link. Alright, thanks for the link. I can email the dev with a video.

Please verify your graph keyframes are in the meaningful range.
The action extents in your screen capture are
0-92
thus the meaning values that can keyed in your graph are
0-92.
Time value here means the frame numbers of the designated action.
Time value here does [not] mean 0-1 in general.
The range of your graph depicted in your question shows very little change or none at all.  Value .5 with no other keyframe visible. Two visible keyframes would probably suit you better. Your graph should show non-zero slope somewhere for movement.
The testing of time here is complicated by combining it with influence.  You may want to test separately.
The NLA playback settings ... Scale and Repeat may be the simplest approach for your needs.
As a more unlikely case I have a NLA strip with an action with keys of 680-720.  Thus my meaningful time graphs would have keyed values of 680-720.  Some not so meaningful (and misleading to the casual reader) values might be 0-500 which would by math.maximum map to 680-680.  The small, out of range, values become the same value at different frames in mapped time.  A similar result would happen if large, out of range values were specified in the graph editor.

When you're talking about "graph keyframes are in the meaningful range" and graph showing "little change", did you mean the Strip Time graph? I opened the file I used to ask the question, and varied my Strip Time graph by a lot (adding keyframes in the 10s range), and I got movement, which I'm happy to see now. Do you have other info. that can explain what this Animated Strip Time does? It's been a year since I asked this question, and I forgot a lot of Blender and the context here, but I'm still curious about what it is in general.

Expired Notions


text:
How do I put Ik controller rigs on Vroid models?
I've been working towards using Vroid models in animation, and have recently changed a few plans in my workflow, including moving to using Blender for the animation portion. Pose mode works well enough for this, but because of how the Vroid models are made its awkward to use. I have been advised that creating an Ik controller rig would be best for this, however I have not been able to find any guides that work for this. Does anyone know what the workflow would be specifically for this?

If you are going to import a lot of these models, my advice would be to delete the armature that comes with them and instead use rigify, but if you want to use the existing armature, because it has bones for hair and clothes, here's an example workflow showing just how to modify the left leg of the rig.

Import the model using the gltf importer.
Select the armature, helpfully called Armature, enable names in the armature viewport display and enter edit mode.
Either enter wire frame mode, or select In Front in the armature viewport display
There are a lot of bones with very long names, apparently related to clothing and hair.  You might want to look into an add-on like bone layer manager to help manage them.  It's a free add-on.  But however you do it, either move these bones to other layers or hide them so that working with the leg is easy.  In my example I hid everything but the three bones I need to work with.

This leaves my model looking like:

For the rest of this, I'll also hide the model.

For an IK rig to work, the foot bone needs to be separated from the leg bone. Select J_Bip_L_Foot. Go to the properties editor. In the bone tab, open the Relations Tab.  The Parent field should say J_Bip_L_LowerLeg.  Click the x to disconnect it.

You can leave the upper and lower leg disconnected, but Blender's IK solver works much better if you connect them, so

Select the root of J_Bip_L_LowerLeg. The root is the sphere shape near the thick end of the bone.
Move the 3D cursor to your selection (shortcut Shift–S2)
Select the tip of J_Bip_L_UpperLeg.  The root is the sphere shape near the skinny end of the bone.
Snap the selection to the 3D Cursor (shortcut Shift–S8)

The armature should look like this:

Select J_Bip_L_LowerLeg and enable Connected in the Relationship panel:

Now you're ready to set up the IK constraint.  With J_Bip_L_LowerLeg still selected go to Pose mode.  (Note: if you hid the other bones, as I did, rather than moving them, they'll reappear.) A new tab will appear in the properties editor. It is the Bone Constraint Properties Tab

Select Add Bone Constraint and from the menu select Inverse Kinematics

4 Fill in the IK constraint
Set Target to Armature. That will make a new box, Bone appear.  The bone target is the bone that will control your IK chain.  We want the foot, so select J_Bip_L_Foot.
Set Chain Length to 2.  This tells the IK solver how many bones it should adjust when you move the target.  In this case we want the lower and upper leg, so we need two bones.

That's it.  Now, if you want to move the leg, simply select the foot bone in pose mode and move it.
This will work, but as you quickly discover, the knee flops all over the place.  We solve this by adding a Pole Target to the IK constraint.

Go back to Edit mode.  We're going to add a new bone.
Create a new bone.  The 3D cursor should still be at the knee joint, so the bone will appear there.
Rotate it -90 degrees on the X axis. (Shortcut R-90Enter)
Move it forward on the Y axis and make it smaller, about the size of the foot bone.
Give it a name that indicates it's the pole bone for the left leg.  I used J_Bip_L_Leg_Pole to be consistent
Fill out the Pole field with Armature and your new name.

Your left leg should now look more or less like this:

and your IK constraint like this:

Depending on the model you may have to move the knee joint slightly forward in edit mode to help the IK solver know which way the knee bends.


text:
How to generate random combinations
I would like to know if collection combinations can be generated.
For instance:
Imagine that I have a dog in a blender with 40 accessories (a cap, a necklace, a T-shirt, a watch...). I would like those 40 accessories to be randomly combined (the cap with the necklace, the necklace with the watch, the cap with the shirt and the watch... all possible combinations, or at least a few). And if that were possible to change the color of the dog.
It is possible that it can be done using frames, would someone know how to do it? It would be to export the keyframes to png.
I hope I have expressed myself well... Thanks in advance!

Are any of the accessories mutually exclusive? e.g Either  wristwatch or bracelet..

If you're open to python scripting you could explore itertools.combinations to generate all possible combinations

Yes, it is pretty simple doing it with keyframes hidding the geometry that you don't want to be in there.
Just got to Properties > Object Properties > Visibility and right-click in Viewport or Render and add a keyframe. Do this to all parts making them visible or not every frame.

If you want to export this to a png I recommend animate a sequence (length deppends on how many different combinations you want to do) and then Render -> Render Animation.
But if you want Blender to decide randomly decide what objects will be seen... well that's far more complicated. You could try adding a driver (right-click > add driver/edit driver) to the same Visibility option (Viewport or render), and write this expression: "round(noise.random())", which will generate a random number and round it so you will have two values, 0 (seen) or 1 (not seen), every frame.

You will have to accept this dialogue. If it doesn't pop-up automatically, just save and restart Blender

The problem with this method is that maybe there are accesories that are incompatible, like two watches, that could be seen at the same frame, overlapping each other.
You could use some very complex composition with Geometry Nodes in order to make all of this, even avoiding the incompatible accesories issue, but it will take a lot of time and advance knowledge in Geometry Nodes.

For the dog you can do it with Shader Editor and material nodes: go to Shading tab and under the Shader Editor Window check "Use nodes" if it wasn't activated and make something like this workflow:

Or simply under Material Properties panel add keyframe to the Base Color

and then insert keyframes onto the RGB value (right-click over the colored rectangle)
Again, you could use the same random driver expresión generator onto a Combine RGB node, but the color will be fully random and maybe some colors don't are to your taste.

It's worth noting that the noise will output a different value everytime you save & load the file, or quit & restart, or CTRL - Z / CTRL - SHIFT - Z, so it will be random but not consistent

Absolutely correct, as a countermeasure expressions can be baked into keyframes


text:
Object outlines suddenly clearer partway through render (Eevee) DOP issue?
I've rendered 2 animations in Eevee, and they both have a similar problem where at first the subject of the animation has a nice sort of light wrap/depth of field soft edge sort of thing or I don't know what. But suddenly on one frame this will stop, and from then on the outline of the object is perfectly clean. I want to stop this from happening, I'd rather keep the softer edge as it feels more integrated and realistic.
Here are examples from my 2 renders, flip between the frames to see the difference:

I have the "cube with emissive volume" fog trick going on, which I doubt is the problem. It covers the whole scene so there's no point where the boat is entering or leaving it. I have a hunch this is something to do with depth of field, so here are my camera and render settings:

And lastly I have some compositing which involves the glare node, which I suppose could also be part of the issue. The noise isn't indicative of the cause of the issue, I have jitter turned on in the lens distortion node because I found it to be a quite pleasing substitute for film grain. I tested without Jitter and the problem remained. Here's my compositing set up:

Other things of note are that I'm running Blender 2.91.0 on a Dell XPS laptop with 32GB of ram, an i9 2.9GHz and an NVidia GTX 1050 Ti. Both renders are lit purely by the HDRi with a modified horizon. Between the 2 renders, the issue happens at different points in the duration of the animation and at different distances from the camera. In both renders there is a sphere empty closely following the boat for focus. It mainly affects the boat, but you can actually see it also affects the horizon line and basically everything in the image. I speculate it's either some weird issue with depth of field, or perhaps me maxing out some kind of memory allocation? Rendering animation in Cycles is simply not an option for me, I love Eevee and I really want to fix this issue. Any help would be greatly appreciated.


text:
Where are the key frames in this animation?
I have loaded an animation in Blender 2.83.0.
When I press Play, I can see the animation playing.
If I press the Tab key, my model goes into T pose.
I would like to copy this T pose to the first frame of the animation.
For some reason, I don't manage to show the key frames at all.
I have selected "Dope Sheet", then "Action Editor", and then I selected various elements of the model.
But I just don't see any key frames.
How could I show them in order to replace them?

by removing the file from your question, and not having any image that makes the given answer make sense, for future visitors the information leaves one wanting... Please keep this in mind when asking for help here. Information here is intended to be useful not just to you, but to future users. If uploading images, files, etc. please do so with the intent to not remove them when you receive an answer.

You have "Only Show Selected" turned on in the bar at the top of the Action Editor

If you switch to pose mode and select a bone, it will show you the curves for that bone only. You can turn it off to see all the curves instead.

Thank you very much!!!!


text:
How can we create this gold nanoparticles structure?
How can we create the molecular structure (AuNPs) below?
Using a volume cube can be a solution but I couldn't achieve it properly.
Kindly help

Isn't this question about a 3d inverted structure the same question?

You have to create a "grid cube" here i use the cube it self to create a plane and a line, i subdivide them by the same amount and i instance the plane on the line:

Then I realize the instances in order to instance each point of the "grid cube" of course those instances are spheres.
Then I use a boolean (but you have to realize the spheres before) on the first cube that I have scaled a bit.

Edit:
For the gold particles to be placed out of the surface we have to displace the particle by an amount equal to  the particles radius. Then it's pretty straight forward:

If that not do the trick there is another hack.
I hope it help.
The new .blend

This is a nice approach. How can we add spheres inside these cavities randomly ?


text:
Cannot form edge loop (No ngons or tris)
I'm making a dagger in a half moon shape. I got this far (see picture below), but I really want to make an edge loop on the sides (not the sharp edge of the blade, but the side), but I only get vertices suggestions on the edges and not for the entire length.
I used a cylinder to make this and used the boolean modifier with another cylinder.

Your title says "no ngons" but from your picture it looks a little like there are ngon faces at the tips of the half moon?  If you are trying to cut an edge loop using Ctrl-R those (apparent) ngons may cause an issue.  Perhaps posting your blend file would help?

The reason your edge loops aren't continuing as you would like is because you've created n-poles towards the end of your crescent. You've done this in order to maintain all-quad topology, but all-quad topology is only useful as long as it lets you continue edge loops as you want to. The corner where the three highlighted lines intersect, as far as the topology is concerned, is exactly identical to the corner of a cube. Blender doesn't know which edge to continue the edge loop down, so it stops there.

Option 1: Take the Triangle
In this case, you can just leave triangles there. They're not really going to screw up a subdivision surface modifier, and for the most part they will let you continue to add edge loops along the geometry as needed.

Option 2: Better Quad Geometry
If you really want to keep to quads though, you simply need to add some more geometry which puts your quads in the right places.
This arrangement preserves quads, but doesn't put those inconvenient poles along the edge loops you want to select:

If I may add, it might be due to the edges on the sides converging into a point on the left and right vertices at the end of the crescent. IF I am not mistaken the edge loops needs to be in between two vertices. Try extruding the vertices on both sides and using a loop cut. That should work.

In such cases use Ctrl+RMB 🖱 to select the shortest path. Make Edge Loop works best when the edge is not segmented/subdivided.


text:
Set the Rotation (in Quaternion WXZY) of a bone using API 2.49
I am using Blender 2.49b, and I have the following hand structure

I would like to rotate the bones "Bone.001" to "Bone.025" using values (Quaternion WXYZ) given as input from text files.
Although I read the text files, I am not sure how to set the rotation values of every bone.
...
scn = Scene.GetCurrent()
arm_ob = scn.objects.active
arm_data = arm_ob.getData()
bones = arm_data.bones.values()

for bone in bones:
    # use bone here
    for handIdx in handIndices:
        pos = dataStore['Bone'][handIdx-1][frameIdx]
        bone.setRotation(pos[0], pos[1], pos[2], pos[3])
        bone.insertIpoKey(Object.IpoKeyTypes.LOCROTSIZE)

Scene.GetCurrent().update()

setRotation property doesn't work, giving the following error:
AttributeError: 'Bone' object has no attribute 'setRotation'
Could you please help me to find the solution on this manner.
Thanks in advance for your help and consideration.
Best Wishes,
Andreas
PS: If necessary, I can provide the blender file and code.

In your similar question http://blender.stackexchange.com/questions/48059/change-the-bone-rotation-quaternions-of-an-armature-in-text-script I posted this link https://www.blender.org/api/249PythonDoc/Pose-module.html in a comment.   Have a look at the script there.  It looks at the pose bone collection and sets their QUATERNION rotation.   You are looking at the edit bones.

Bones have two rotations.  One is the rest orientation, and the other is the pose orientation.
The pose orientation is manipulated something like
obj.pose.bones[0].rotation_mode = 'QUATERNION'
obj.pose.bones[0].rotation_quaternion = q

But the rest orientation requires you to be in edit mode, and you have two choices.  You can manipulate the head, the tail, and the roll (requires extra math).  Or you can set the head and tail to a base state and use functions to transform the bone (and let those functions do the math for you).  Here's an excerpt from http://web.purplefrog.com/~thoth/blender/python-cookbook/bone-orientation-demo.html
translate = Vector([0,0,1])
bpy.ops.object.mode_set(mode='EDIT')
bone = obj.data.edit_bones[0]
bone.head = [0,0,0]
bone.tail = [0,1,0] # Using the Y axis is pretty important, otherwise we can't use the inverse of Q to pose the cube to an unrotated state
bone.transform(q.to_matrix())
bone.translate(translate)

I learned about EditBone.transform from  How to rotate an EditBone? is it possible .
I'll just jump to the conclusion that you want to alter the pose.  The other weird problem with your code is that it looks like you are setting the orientation of each bone several times (handIndices) and replacing a keyframe each time.  Since you are having difficulty updating your code to use the techniques in my examples, here is a rewritten version of your code with a couple of alternative implementations to choose from:
scn = Scene.GetCurrent()
arm_ob = scn.objects.active
bones = arm_ob.pose.bones

if False:
   #more like the original code
   for bone in bones:
      # use bone here
      for handIdx in handIndices:
         # why are we setting the rotation several times for the same bone?
         pos = dataStore['Bone'][handIdx-1][frameIdx]
         bone.rotation_quaternion = pos
         bone.insertIpoKey(Object.IpoKeyTypes.LOCROTSIZE)
else:
   # maybe handIndices is a list of bone indices?
   for handIdx in handIndices:
      pos = dataStore['Bone'][handIdx-1][frameIdx]
      bone = bones[handIdx-1]
      bone.rotation_quaternion = pos
      bone.insertIpoKey(Object.IpoKeyTypes.LOCROTSIZE)

Scene.GetCurrent().update()

And then there's http://blender.stackexchange.com/questions/9318/set-a-bones-matrix-to-a-custom-matrix

Thanks @Mutant Bob.
Let me be more specific; I have calculated the quaternion values for each bone on a different application (MATLAB) and saved it on separate text files. Now I just want to set these rotation values on each bone. I can give you my code or my blender file if this helps.

Thanks for your code. Unfortunately I am still unable to set the values on the bones.rotation. I get the following error:
AtributeError: 'Bone' object has no attribute 'rotation_quaternion'
IndentationError: unident does not match ano outer indentation level

You can find on the following link my blender file: https://drive.google.com/file/d/0B9xLA7mxLRwzU2dMUGRyMU4wTk0/view?usp=sharing,   as well as an example of data (the text files with the rotations)   https://drive.google.com/file/d/0B9xLA7mxLRwzYWFoUWg0dFQzSHc/view?usp=sharing

You forgot to use bones = arm_ob.pose.bones.  Also, your script appears to use an ANCIENT API.  To make it work on my 2.76 blender I had to modify it quite a bit: http://www.pasteall.org/66151/python  .  If you need to use the old API, you might want to follow batFINGER's suggestions.

Thanks a lot Mutant Bob; it seems that 2.49 version does not work with these commands. I installed the v2.76 and it works fine.


text:
Create and return a cube using a python script
In the above code, I need to change the location and the dimension of the cube. I remark that only the dimensions along the  z-axis is changed. How can I change the name of the cube? I have not been able to find out how to do this in the documentation.
  import bpy
    from mathutils import Matrix
    D = bpy.data
    C = bpy.context
    scene = C.scene

    # ... lots of code omitted for brevity and clarity

    #------------------House-------------

    #Wall1
    bpy.ops.mesh.primitive_cube_add(location=(0.0, 2.0, 1.25))
    bpy.context.object.data.name = "Cube1" #to change the name but it does not work
#here to change the dimensions, but only the z-axis dimension has been changed
    bpy.context.object.dimensions[0] = 4
    bpy.context.object.dimensions[1] = 0.05
    bpy.context.object.dimensions[2] = 2.5

When you assign a string to bpy.context.object.data.name it will overwrite the data name, see: https://i.sstatic.net/HtmtO.png instead of the object name... Please avoid asking multiple questions. Thanks

When you write
bpy.context.object.data.name = "Cube1" #to change the name but it does not work

you are changing the name of the MESH datablock.  To change the name of the OBJECT datablock:
bpy.context.object.name = "Cube1"

I would recommend altering the scale of the object instead of the dimensions.
bpy.context.object.scale = (2, 0.025, 1.25)

to resize (scaling ) the cube, we can use this function
#Wall1
bpy.ops.mesh.primitive_cube_add(location=(0.0, 2.0, 1.25))
#resize the cube
bpy.ops.transform.resize(value=(4, .05, 2.5))

to rename, we can use this instruction
# Get the cube object and rename it.
cube = bpy.context.object
cube.name = 'Wall1'

but I did not understand why this first way did not work

Resize function working great


text:
how do I fix this imported model

I've been struggling on importing models in blender because most of the models that I imported are like this. How do I fix them. Any help will be Appreciated.

what, exactly is wrong, how should it look imported, what are we looking at?

it should be a kitchen but I don't know how to rearrange the objects in this imported model. most of the models that I downloaded are like this straight up IKEA and I don't know how to fix it Im new in blender btw . thanks

are you able to share the file you imported from, what file format was it?

Its in 3ds format. and as I have observe There's a center point in all the object so how can I set all the points in the center btw it's in a group something I d'ont really understand because I'm new to blender

No problem. The hierarchy of objects is important. It does look like all the objects are parented to an object (That is named DUMMYGroup but is not a true Blender Group). If you move/rotate/scale the DUMMYGroup then all the child objects will get affected. If you select and move/rotate/scale one of the individual objects then only that object will be affected. You can have object parent hierarchies of many levels and you can remove the parent with ALT+p.


text:
Having issues moduling zootopia style fur
Ive heard that Blender was capable of producing Zootopia style fur on characters using the participial system. Well sadly there doesn't seem to be many guides on fur. The few ive found use a ball or a flat plane to show how it works but don't apply it to an actual character
This head I made incapacitates all of my issues

I set a vertex group for every part of the head I wanted to add fur to and left out parts like the nose eyes mouth and inner ear yet when I add children it bleeds over into those parts. Ive tried combing the strans as far away as possible and cutting the parent hairs around the bald areas but they just keep bleeding over.

I don't know whether or not to use more parent hairs with a hand full of children or very few parent hairs and populate the area with mostly children
You can see the hairs clipping though the normal's for two sided areas like the ears

The hairs look like these gross cone shapes when viewed closely
How can I make sure the fur is distributed evenly across the head? There are these weird random bald spots.

I think your model is perfect for Halloween

I am kind of where you are right now. I can give you some input maybe.

There might be a better way but a workaround at least is to duplicate the parts of the mesh and then separate them into a new object. That way you won't get hair in areas you don't want it. You can hide the emitter, so you only see the hair.
It will probably look better if you use more parents and less children.
Might be okay if you do it like answer 1.
You can set the thickness of the hair at the root and the tip. Yours is probably still set to 1 at the root. Try lowering it to 0.25
I am not sure, maybe related to question 2.

Sadly if I separated every individual part like that it would be a nightmare to rig and animate

@Sic You can just parent the parts to the main mesh, so they will move along with it.

Depending on the mesh, you may be able to use the surface deform modifier to make the hair emitters follow the character closely.

Hairs clipping through is most probably due to the fact that there isn't enough parent hairs:
In Particle Edit mode you can see how adding more parent hairs will make the bald spots go away:

But yeah, I tried to do some density and length weight painting tests but they turned out crap. I dunno, I'm not best in hair stuff :/


text:
How to make Realistic Hand-like Camera Movement?
I am creating an animation, and I want the camera to move with hand-like motion as it does in real life if recorded with hand. Not fixing the camera to one place makes it move with a slow type of vibration.
My question is actually is different I want Motion that occur in real life. I don't just want simple camera shake.
Quick Demo: Cosmos Laundromat  (Camera Motion Starts after first Scene after 00:48 seconds)
Any Answer Will Be Appreciated.

imho there is not a single "as in real life" hand-like, camera movement... if you can't use a noise modifier, you should record your "real life" noise perhaps... I'm not an expert but  you could perhaps use the video tracking tools to track a "real life" camera shake and then use that movement for your virtual camera... just trying something...

see if this helps: https://blender.stackexchange.com/questions/14671/animation-having-the-camera-view-move-as-if-someone-is-holding-the-camera-and-r (possible duplicate)

Select camera, hit I (Insert Keyframe menu) and select LocRot. Open up the Graph Editor window, select each channel and add a Noise Modifier ("N" right hand panel, modifiers tab). Play with scale and strength settings.

@ShehrozKhan if the answer didn't satisfy your question, why did you accept it?

@SherozKhan the modifier adds movement to the camera. If you play with the settings you can achieve realistic handshake movement.


text:
Looking for a platform/site where I can render my scene at no cost
I am creating my first Animated Short. I'm right on the path :). But there is a problem it took too long to Render.
I want any site where I can render my scene with no cost.
Any help will be appreciated.
Thanks...

First - there is no free rendering.
With that out of the way here is one option - https://www.sheepit-renderfarm.com/
If you ask me, your best bet would be to optimize your own setup or if you are planning on seriously getting into Blender invest into a rendering setup.
What are you trying to render and what is your setup(both hardware and settings in Blender).

In Sheepit-renderfarm I read in FAQ:
Is it really free?
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Thats True or not?

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How to make flickering light?
I am working on my animated short, in its first scene I want to make a flickering light(like horror movies) What should I do.

Animate your light.  One keyframe turn the light off, the other keyframe turn it on.  Find a good rythm and you'll end up with a good flickering light.

You may achieve this effect fast using Noise Modifier of the Graph Editor.

Keyframe the lamp's strenght (in my case 1.000) at the desired frame on a timeline with I. Go to the next frame and keyframe it again (light strenght may be the same, since the modifier will do the job).

Go to Graph Editor, press N to open the properties shelf and add a Noise Modifier. Play with its settings for the different results.

EDIT I missed the bit that it should be for Blender Internal. Just read to the bottom, where I address that.
You can do this with drivers. To create a single randomly blinking light, you can use a setup like this.
In the scripting screen, add a text block named randomizer.py, enable the "Register" checkbox, and paste in this code:
import bpy
import random

bpy.app.driver_namespace['random'] = random

This exposes the random module to Blender's drivers.
Add a control property to the lamp, which allows you to turn the blinking on or off. Make sure the value is set to 1, not 1.0, so that it's a binary (0/1) property. You can add this and the next property to the lamp data or the object, that's up to you.

Add another property to produce a random value between 0 and 1. Leave the default value to 1.0.

Right-click on the randomblink property and choose "Add Driver", "Manually Create Later (Single)".

Open the curves editor, and switch it to "Drivers"

Select the driver, tick the "Use Self" checkbox, then write random.random() if self["blinking"] else 1 as Expr. This will produce a random number when you set the "blinking" property to 1, and just have a constant 1 value when you set "blinking" to 0.

Here is the rest of the setup:

The material setup has a Value node with a driver. The driver refers to the "randomblink" custom property, either on the object (as shown here) or on the lamp itself. Be sure to pick the right one, or it won't work.
The Color Ramp determines the ratio between "on" and "off" while blinking. It is set to Constant mode for hard edges between on and off. Just move the white point to change the on/off ratio of the blinking.
The Multiply node determines the strength of the lamp when it is on.
The downside of this approach is that there is a link between the lamp and the material. If you want to have multiple lamps, all blinking independently, you'll have to duplicate their materials too.
EDIT Only now do I see that it should be for Blender Internal, not Cycles. I'll update this answer when I have the chance -- the technique itself should work for Blender Internal too, though, just with a slightly different setup. The drivers are the important bit.
Try this: instead of setting up the lamp material nodes, go to the lamp's Energy setting. Add a driver to that, check "Use Self", and set Expr to 200 * (self["randomblink"] > 0.6). The 200 is the strength when on, the 0.6 determines the off/on ratio (higher means more off). This does require that you add the custom properties to the lamp, not the object.

The easiest method I found is the following if you want a constant flickering light or a random flickering light, just determine how much strength you want for it to be on, and let's assume the strength to be n and the delay between times when light is on be m
So, for a strength of 1
and a delay of 10

Hover over strength and right-click to add a driver
then in the script section put in the following:

1 if frame%10 == 0 else 0
So, formula is:
n if frame%m == 0 else 0
n : strength of light
m : time when light remains off
Or for a random light blink:
(noise.random()frame)%x
here the x value denotes the aggressiveness of the flickering
higher the value of x is less aggressive the flickering happens

Great Approach! However the method with the Graph Editor have much more control over the flicker.