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Creating Base for non-flat surface
Can You tell me how to create a base for 3d scanned sculpture (with some surrounding - roots, rocks etc.) where such thing like "flat surface" does not exist (please take a look at attached pic).

Model has it's texture and I would like to preserve it :) Maybe it would be nice to apply texture or color for base.
Can You tell me how to achieve effect similar like this? (not my model unfortunately, just a random screenshot).

I'll be very, very, very grateful for help.
Thanks in advance!
Konrad

First thing that comes to mind is to select the outer edges and extrude them downwards to get a base that you can then detail and fill, for something circular after extruding use Shift Alt S then 1 to force a circular shape as in your second image.

If your model has nice geometry around the edges, the first step should be a lot easier.
My answer is provided as an Imgur post (for some reason the steps are in a funny order, sorry) as I can't upload the gifs here - they're too big. I'll outline the basic steps though, just in case the link dies for any reason. All of the operations are performed in Edit mode.
Step 1: Select the vertices around the base of the mesh.
Step 2: Extrude the vertices down to whatever you want the depth to be along the z axis (E, Z, MOUSEMOVE). Then flatten them to a plane (S, Z, 0).
Step 3: Make a face by pressing F. You may want to recalculate normals at this point.

Thanks Guys! Hmmm... Geometry of the model is nice but far away from being simple :) It has thousands of vertices on the edges. Do I have to extrude all of them one by one? Is there any easier way? Sorry for such silly question but I am begginer in the subject. BTW. Is there a way to create from i.e. cube some kind of a thub which can be used to embrace the model, edges and create as a boundary? Thanks!

As you can see in my gif, try using Alt+Shift+RMB on the vertices, which (if you're lucky) will select multiple vertices at once. Don't extrude them one by one, or you'll have to rejoin them - extrude only when they are all selected.

@cegaton I know, that's why they're not in the question but separately hosted on imgur.

@Konrad, with bounding it to a cube, first use Recalculate Normals on the mesh with all vertices selected (after you've given it a base). Then use a Boolean modifier on the mesh you want to bound to the cube, which (I think) should be set to Intersection, and then set the other object to the cube you want to bound it to.

You don't need to select all vertices manually. As ChiCubed's video shows, you can use Alt+Shift+RMB. But there's an even faster way:

Select non-manifold edges - Ctrl+Shift+Alt+M

Now, you could extrude in place:

Press Shift+D to split the edges off from the main mesh
Optionally:

Press P to make a new mesh (if you want to use some modifiers later like solidify, this may help)
switch to editing the new mesh

E, then Z and drag down to extend the base down
Press S, Z, 0 to make the base flat

Ok, I'll try both ways. I just need to wait few days because there are other stuff to do offline :) For sure I'll let You know what was the result!
Have a nice sunday!

Welcome again!
At first - BIG THANKS!! Extruding the edges works :) It was pain on the back side (since model does not have the smooth geometry as I said, I had to mark multiple edges almost endlessly) but finally I'm there! :) Now I need to finish it.
I started with this:

Now it looks much better :)

Complex geometry of the edges resulted in striped, camouflaged almost appearance of the base. Is there a way to make them flat ant smooth + adding the i.e. dark grey color to differentiate sides and base from the model?
And two more:
1) How to export the model together with textures? Where can I find the option to export whole set of files (obj, mtl plus textures) to be able to view the model properly in whatever editor/viewer I need?
2) what can I do to reduce size of the model? simple scaling it (I guess) will not solve the problem because model is still complex. Smoothing it is the way I should follow or is there any other method to make it loose some megabytes?
Thanks!

Hi @Konrad,
Maybe consider opening a new question for each of those questions, I'll gladly answer them! However, I will quickly address some of your questions. For the camouflage, select the edge and the extruded edge at the base, and go to the Materials tab, make a new diffuse material, and click 'Apply' while only the edge and the base are selected. For question 1), I think there's an option to export as obj + mtl and this should include textures provided they are in the same folder. For question 2), you may want to look at some retopology tools.

Also @Konrad, if my answer helped you, please consider accepting it :D


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Mesh deform modifier not working
Im new to blender, and i made a simple mesh with simple rigging but as i try to move it around the mesh gets all squished up and stuff, so internet said its good to use "mesh deform modifier", so i tried, but it says "modifier disabled, skipped to apply"
Then i thought maybe my mesh is all messed up, so i tried it on a simple cube, but still the same problem.
I looked for solutions but nothing really helps, some said to use "boolean modifier" but same problem, it is disabled..
Pls help

The answer I gave is concerning the mesh deform modifier as it is the question. But it seems that you had a previous problem with rigging : if needed you may ask another question about that. Rigging is a much more conventional way to animate an object and mesh deform is much more limited at doing a rig.

Mesh deform (and other modifiers, like boolean) uses two objects.
For mesh deform :

The first one is the one to be deformed : the modifier is defined on this object
The second one is the deforming object : it has to be set in the 'object' field of the modifier

An example :
Here two objects : the cylinder will be the object to be deformed and the cube is the deforming object. The cube must surround the parts of the cylinder we want to be deformed. So it is easier to hide the cube faces to see the cylinder inside :

Now select the cylinder, add the modifier and set the cube as deforming object :

This modifier has a particularity : Blender needs to do some calculations before the modifier can be used. As these calculations can be a bit long, it is needed to click on the "bind" button to make it work (above the calculation time, bind/unbind is also a way to change the initial configuration if needed, clicking on the 'unbind' button available once the binding is done).
Once bound, you can edit the cube mesh to deform the cylinder :

But you can also use other modifiers on the cube to deform it and the cylinder will follow. Here an example with an armature modifier set to the cube. So the armature influences the cube and the mesh deform modifier influences the cylinder as the cube is transformed :

Concerning the warning you indicate in your question : this is because the object field is not defined in the modifier panel.
The "apply" button (for all modifiers) is used to freeze/transform the object at the position (or geometry, etc.) it is when you apply. And once applied the concerned object is really modified and the modifier disappears from the panel.

I stumbled upon this question, but my problem is my mesh is not a closed shape. I make holes to extrude here and there, but forgot to close the face.
When you press Bind, no error will comes up but it will be very fast and it will not work at all.

I have the same problem, but my mesh is not open at all. I cannot get any object to deform with mesh deform at all. No error is thrown. The unbind button does not appear, which makes me think that the binding process gets interrupted somehow.

source: Stack Exchange

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

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sort: votes


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having trouble with texturing a roof
Hi could anyone help me with this roof? i am having trouble making it look good(Specifically applying the texture to it properly) any tips would be appreciated if the problem is with the way i modeled it then tell me what i could do differently.This model is for a game with the normal maps applied in engine it looks alot better with a dark realistic feel to it, but i am currently stuck on the roof this is my first time trying to model and texture a thatched roof of this sort.
Thanks,

You could probably start with a better underlying topology. Triangles are not very good for texturing. Also artistic help and critique is better suited for https://blenderartists.org, this site is more for technical help with Blender tools themselves

If you're not happy with any part of the roof you could allot each section it's own material slot and re-texture them independently, overlay parts with a patch etc.  You can also subdivide sections and do the same with those.

In texturing, the "nuclear option" is to use a different texture. The fact is, that some textures work better for some things than for others, and some combinations of mesh and texture just cannot be made to work at all, or at least not be made to work to my satisfaction.

You could try re-doing the seams and unwrapping as in the images below so that you are using alot more of the texture.

When editing the UV islands you may find that you will need to flip one of them in the X axis (select island then sclae in the negative X axis, S X -1 ) to get the red ties along the top to line up with each other.

Different Seams but again overlapping islands:

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


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how do delete individual (dust) emitter particle that passes in front of the camera?
I've made a video that is one long (5 minute) shot and created an emitter particle system to make dust floating around. it all looked good in tests and i sent it to a render farm and now im fixing any problem frames that came up. turns out, on 1 single frame one of the particles passed in front of the camera right at an important part. i cannot change the particle system and re-render the entire project as it took 31 days on a paid renderfarm to render. however i can easily re-render individual frames (which im doing for little fixes here and there that popped up post-render anyway)and just delete that one particle. anything i look up with the words 'particle sysytem' keep giving me solutions for hair paricles, so its getting pretty frustrating.
   So, how can i delete one particle from an emitter particle system when i cannot have any other particles change? I am using blender 2.79b still. (I'll move up to 2.8 on the next project... maybe)

I'm not sure if thats possible, but it sure would be nice.

You can delete a particle with an object by making it as collision-object and enable the "Kill Particles" option then place this object in the path of that particle.

Solution- @3DSinghVFX Genius! it worked. Here's what I did. I went four frames before the particle passed in front of the camera and placed a simple plane in the path of the particle. I turned off all ray visibility in the cycles settings under the object tab for the plane and added collision physics to it and enabled 'kill particles'. I then went to the particle system and freed the bake (from the 4 frames ahead to add a small buffer but not so far as to risk the other particles i want to keep from changing) and stepped one frame at a time up to the problem frame and.... PERFECT! particle gone.

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


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Is there a way to set an absolute value when weight painting for an armature in 2.81a
I am trying to add weight paints to many precise points of a mesh. There is the obvious add or subtract value but I'm trying to find one that paints an absolute value. Like if I want a vertices to be a 0.5 weight regardless of if it's already a 0 or a 1 before painting that point. Or if I want to make a strip of a value of .75 then I can set it and paint the strip rather than add and subtract until I am close enough.

Set the Weight to the desired value, the Blend Mode to Mix and the Strength to 1. That will erase everything above your brush and set it to the desired weight.
Alternatively, you can go in Edit mode and select the vertices you want to "flatten" to a value. Then go to the Object Data Properties panel ; under Vertex group, select the desired group, set the desired weight, then hit Assign.

How to set the desired weight?


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Vanishing save files that both do and do not exist on hard drive for Mac, what is happening?
I am using the latest version of Blender (2.90.1) on an iMac pro with Catalina 10.15.7. I'm working on a project and I save the file in a save folder i created under the file name "Relax.blend" all goes fairly well for a while and then one of the random times i figure i better save it there is a message in the blender info strip in red that says file type not supported, file saved with an "@" symbol. When i check my finder window for the save file there is only a file named "Relax.blend@" there for a save file. If i close and reopen blender and try and select the original "Relax.blend" save from the blender startup window it prompts with an unsupported file type and the option to select it again disappears (same goes for the drop down menu of opening recent files under the file menu once starting a new file; the option disappears) if I return to my finder window and attempt to remove the "@" and turn the extension into a .blend file it tells me there is already a file under this name. if i change the name to "Relax1.blend" it will then open properly again... then, sure enough, the same thing happens with the "Relax1.blend" file and again when i try "Relax2.blend". I have tried using search on my entire hard drive for any of the relax .blend files but they dont show up, and i can no longer name any files those names because they are already taken. so the computer both does and doesn't recognize the files existence; i cant name files the same name but also can't find the files to delete them. What the heck is going on!? Where are these files? at this rate im going to have 500 versions of the same file that i can't see using up space and names on my computer. does anyone have a solution or idea what is happening?

Is it just that file, or does it happen if you start a new (different) project and save that as well? What happens if you save it in a different folder?

i have tried saving it in a different location with no luck. I failed to mention i was using the sequence editor and using hundreds of stills; if that makes a difference. I have found out something new, but still no explanation why its happening. turns out the file folder containing all data for the .blend file has the .blend hidden somewhere within. when i delete the entire folder and its contents i am able to rename the .blend back to the original name. I cannot find the file anywhere within it and still can't reload it normally, but i can at least delete it.

Yeah, that's strange. Unfortunately, I don't have a mac, so I'm unable to test anything. I was hoping it had something to do with that file itself, but based on your comment, it almost seems like it might have more to do with the filesystem. How does macOS hide files - is it possible some settings related to the folder are causing the save files to be hidden or otherwise restricted somehow ? Does @ mean anything specific with regards to Catalina file extensions, or is this the first time you've seen anything like it? Any chance you created the folder in a read-only partition?

Solved, sort of. Blender version 3.0 seems to have resolved the issue. It no longer happens.


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How do I rotate an environment texture?
I've loaded an HDR image into my scene as an environment texture. However, I need to rotate the image, and so far, haven't found a way. I assume this is possible, but I need to know HOW.

A case of Rotating blender texture

You need to load the HDR image from the "environment texture node".
The environment picture in your scene will not work alone.


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Properties Editor : Scene : Color Management
This is probably a dupe, but nothing so far helps. The manual says "Properties Editor : Scene : Color Management." I have searched and searched here, the manual, and in Blender itself. I need to FIND Color Management. Please tell me exactly HOW.

The color management is in the properties panel. If you don't know where the properties panel is, its over here:

Now, go to the scene panel, its the third one:

over here you will find colour management

If its closed, open it up by pressing the arrow

 if you still can't find it please post your .blend file over here
http://blend-exchange.giantcowfilms.com/


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Render result does not appear when file is reopened
I can't find the rendered image result. The render work perfectly but when I reopen the file there is only a blank grey screen. This has not happended before.Please help.

Please do not ask the same question multiple times, you have already asked it here: http://blender.stackexchange.com/questions/46610/rendered-result-lost

Blender does not save the render result with the file.  If you close the file without saving the render it will be lost.

You can save a rendered image by going to Image > Save Image in the UV/Image Editor (hotkey Alt+S).

If you need to save all the render layers and passes with extended dynamic range for future post-processing in Blender, you can save to a Multilayer Open-EXR image file and import it into the compositor next time with an Image node.

Also see: How to save the render result within Blender.

You have to save the image before closing the file. In UV image editor click Image > Save Image or Alt S.


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Cannot import name 'common_utilities'
I'm trying to enable my polystrips addon but I receive this error every time I try to check the enable addon box.

Looks like you are having the same type of problem as I answered here

I renamed my folder common_utilities and I'm still getting the same error

have you posted on the support page for the product you are using?

It appears you need to grab the code from here https://github.com/CGCookie/retopology-lib and put the source files (ie __init__.py, common_utilities.py, common_drawing.py, common_classes.py)  into the empty retopology-polystrips-master/lib folder

Most commonly, these kinds of errors have been solved by disabling any old versions of the addon, deleting them from your addons directory, re-installing the addon, saving user preferences and re-starting blender.
best,
Patrick

sheesh, a down vote.  Many people have had the cannot import errors due to stale updates of the addon.  And since OP offered no input as to whether they have tried it, the down-vote feels a little harsh.


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How to break a voxelated object into voxels?
I'm trying to create some objects which are voxelated (pixelated), and break apart into voxels on collision. Like the effect achieved in the movie Pixels(2015). But I don't know how. I got this far:
1. I create a sample mesh.
2. I apply Remesh modifier with "Blocks" option.
3. I get the voxelated mesh I want.

4. BUT, HOW DO I BREAK IT INTO THOSE VOXELS ?

What I tried

I tried Cell Fracture Addon, but it creates conical shards. I want cubical shards.
I tried Fracture Tools Addon, it does offer "Flat" cracks...
but it does not line up with the blocks of the mesh and also each shard is containing multiple cubes.

Is there something else I can do ?
I don't know enough scripting. Can you write one ?

Related: http://blender.stackexchange.com/questions/43059/how-to-discretize-a-3d-model-represented-by-as-stl/43075#43075

The Remesh modifier is made for modeling the surface only. Despite the look could appears quite similar, they are not voxels. It's probably easier to look for another workflow such as...
Particle system - Grid
From the manual:

Particles are set in a 3d grid and particles near/in the elements are kept.

The emission algorithm automatically kill the particles outside the mesh (it must be watertight for correct results). Then you can just duplicate a cube in each particle's location as shown in the picture below.

In order to get the cube size that allows no gap between faces you must take into account the reference object bounding box's size and the grid resolution parameter.

In the provided example, for a cone that stays inside a cube of 1 unit and a resolution of 100 particles, the cube size is 0.01 units.
And here's a Suzanne made of cubes splashing on the floor:

EDIT: ADDED BY OP
For those who can't figure out how to make those particles behave well physically:
Is there a way to make particles behave like rigid body objects?
Look at the answers by WChargin and MarcClintDion.
In a nutshell, the generated blocks are particles internally, so they will always behave like points, dimensionless. But we want the boxes to behave like real cubes, don't we? So, we extract (generate) real objects from those duplis, by doing this:

Now that they are independent objects, we enable  physics on one object and copy it to all the rest by doing this:

Done.
By the way,
If, for example, you are making them fall on a floor and letting them scatter away, some might pass through the plane, as in the OP's case. So you should increase the (floor) plane's collision margin until no cube passes through.
If it is apparent that cubes are not actually touching the floor due to increased collision margin, then you can change the plane's origin to make them look like they are really hitting the floor.

Wow !! Cool, genius. :D  Can you help a little more ? The particles are being treated as points, hence they are behaving stupid physically, and are having no problem getting inserted into each-other avoiding collision and geting clumped like a jelly :(. How did you made them behave like cubes ? In your GIF, the particles are full box rigid bodies and are colliding with each other and spreading out. How did you do it ? Can you provide a .blend maybe ???

OK, I got it !! You didn't respond though. Anyway,I'll make some edits.

Glorious, good to know!! :)

Sorry @AneesAhmed777, I wanted to suggest you to write it as a separate question as it probably deserve it's own thread, but at the end I planned to write something anyway. At that point I was not sure about the best way to achieve the best result with the less passages and I left it behind. BTW I did followed almost the same workflow you have figured out yourself.

What was the rigid body settings for that monkey gif?


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position is messed up when I save quit my project
My question is simple, I am modeling a tank and every thing was perfect since I hit arrow on my keyboard which messed positioning on my elements. I tried to put everything in the right place but whenever I save, quit and reopen my project everything is messed up again. what am I doing wrong ?

thanks for your help :-)

It sounds as though you have accidentally added some keyframes to your object's location (done by pressing I).  If this is correct the Timeline view should look something like this, with little yellow bars at the keyframes:

Because the object's location is keyframed, its position is defined by the animation curve between the keyframes.  If you move the object (without setting a new keyframe for that location) and then change frames or play the animation, Blender will automatically snap the object back to its proper position in the animation.
Pressing the < or > arrow keys will advance the animation by one frame left or right, the ^ or v keys will advance to the next or previous keyframes.
There are two ways to remove keyframes.  You can go to each individual frame with a keyframe and press Alt+I > Delete Keyframe.  Or you can go to the Graph Editor or Dope Sheet, select all the keyframes with A, and press Del or X > Delete Keyframes.


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Is there a way to make Blender 2.8 STOP checking my OpenGL version?
My OpenGL version is just fine, but when Blender checks, it gets a bad result because I'm running via Remote Desktop. This wasn't too bad in previous versions because Blender only checked once on startup--so I could start Blender at my console and then use it all I wanted via RDP. But 2.8 is regularly checking before performing operations. There's no telling what I'll click on that will cause Blender to complain about my OpenGL version and quit, losing my work without even updating the backup file. I'd be perfectly OK if I could just make Blender trust my setup and stop checking the OpenGL version.


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How to Show Face Center Dot in Blender 2.8 Solid Viewport Display Mode?
I rely on the face center dot to know at a glance I'm in face selection mode. In Blender 2.8, these dots appear on all faces when the viewport display mode is set to wireframe; but for me they do not show up when the display mode is set to solid.
(I know this question has been asked with regard to Blender 2.79, but 2.8 is so different that the answer to that question doesn't seem to apply.)
I've looked everywhere for a configuration setting. I expected to find something in the Overlay settings, but did not (and also for reasons I don't yet understand, half the items in the Overlay settings always seem to be grayed out).
I have attached an image. The object is in Edit mode, set to select faces, and one face is selected. The picture includes the Overlay popover and the viewport display options in my Properties window.
What can I do to make the face center dots always show up in Edit mode? Or at least in non-rendered views...

You have to check Center in the Mesh Edit Mode section of the Overlays options.

Thanks! Now I don't know how I coulda missed it!

What do I do if I have this unchecked but I still see the center dot?


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Which view/panel will let me see and set an object's position?
I'm a noob. While following a tutorial on using Spin, starting by creating vertices in Edit Mode, somehow my object's verts got offset from the Z axis. I had a devil of a time moving them back because I couldn't simply find anywhere to type in numbers to tell Blender to move the object's origin to 0,0,0. Where can I see and set any object's exact, absolute position?

In the 3D Viewer, press n to bring up the side-menu with panels you can use to edit the position, scale, and rotation of vertices and objects. Also, a quick fix to your problem would be to press A to select all the vertices, then press s, z, then 0.


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How to control mesh curvature using an armature
My goal is to make a curved Pillow Box model in blender starting from the flat die-line. The problem is that there seem to be no real accurate way to control the amount curve of the folding panel without using bevel modifier or something like that.

Do you merely want to model it or do you want to animate the folding process?

well,if it can be animated is better. But yes I want to fold it in the most "natural" way possible without starting from a cube and apply modifiers.

You can use a few objects for this...
Here is the objects involved

Pick one of the circle meshes as the target mesh.
Use the other three remaining circular meshes as the "theoretical children".
Apply the Copy Scale Constraint to all three of these children.

Use these settings for the constraint on all three children.

Arrange the mesh objects as shown.

Here's a demo of the magic.

Appended The Working Blend File Using Drivers + Demo Animation of how to use it

Only problem: the curve is a part of a circle, not half an ellipse

@Haunt_House great catch, I have adjusted the solution on this using drivers and I will post the blend immediately for study, and appended demo. soon after I will post the write-up

Looks promising. Let me take a while to digest the solution.


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Change mask starting frame
I'm adding a mask to a video but the mask starts at frame 626 (that's where the video was so I could see the changes live) so the mask works as long as I put it in absolute mode. If I change it to relative mode, it doesn't work.
So, how can I move all the inserted keys of the mask to the first frame?
As in the image below, instead of starting at 626, it should start at 1 (or 0)

Thanks!

I had to change the Start Frame to 626 (which was the frame I wanted the mask to start) under Mask Settings on the UV/Image Editor.


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Delete images that can't be found
I'm writing an add on, and in it I attempt to pack all the textures for a given model. However, sometimes my script fails because it can't find the source.
I'm wondering if there is a way in python to delete all the images that "bpy.ops.file.report_missing_files()" returns?

It isn't hard to make a list of missing images, removing them from bpy.data.images isn't always easy. The image knows how many times it is used but not where it is used, you will need to look through textures and nodes to find where it is used to clear the users before you will be allowed to delete the image.
I would suggest testing the existence of the image before packing rather than trying to cleanup the blend file. Use bpy.path.abspath() to get the true filepath for the image (this turns '//' into a real filepath) and then use os.path.exists() to check if there is a file you can pack.
import bpy, os

for i in bpy.data.images:
    if i.filepath:
        ipath = bpy.path.abspath(i.filepath)
        if os.path.exists(ipath):
            i.pack()

As you come across a missing image you could add it to a list and report the missing files when you are done. Maybe create the list in the text editor for the user to look through.


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Apply All Modifiers via Add-On?
I'm attempting to write my first add on. It cycles through all the objects in the scene and applies all the modifiers each object has.
I've set up the panels correctly so when I press a button it calls the following method:
def applyAllModifiers():
    context = bpy.context
    scene = context.scene
    settings = 'PREVIEW'
    apply_modifiers = True
    bpy.ops.object.mode_set(mode='OBJECT')

    for ob in bpy.context.selected_objects:
        print ("Applying modifiers on object " + ob.name)
        bpy.context.scene.objects.active = bpy.data.objects[ob.name]
        numModifiers = len(ob.modifiers)
        if numModifiers != 0:

            # Get all the info we need from the object
            objName = ob.name
            objLocation = ob.location
            objRotation = ob.rotation_euler
            objScale = ob.scale
            mesh = ob.to_mesh(scene, apply_modifiers, settings)

            # Delete the current object
            scene.objects.unlink(ob)
            bpy.data.objects.remove(ob)

            # Create a new object with all modifers applied
            new_object = bpy.data.objects.new(objName, mesh)
            scene.objects.link(new_object)
            new_object.location = objLocation
            new_object.rotation_euler = objRotation
            new_object.scale = objScale
            new_object.select = False
            print ("   applied {} modifiers".format(numModifiers))

        else:
            ob.select = False
            print ("   object has no modifiers")

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

It works if I have a single object selected, but if I have multiple objects selected it will randomly move some objects to (0,0,0). I can't seem to get any consistent behavior when I have more than 1 object selected. I'm not really sure this is even the best approach to what I'm trying to do.
Any help would be appreciated. Thanks!


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List bpy.types in a scene including empties
In the example shown below, all bpy.types are found, except that for the empty. Is it possible to add code to find the bpy.type for the empty as well? This is Blender 2.81a.

The code is listed below and the .blend file can be downloaded here.
import bpy,os

# Clean the terminal window, on linux/mac use 'clear', on windows use 'cls'
os.system('cls')

for obj in bpy.data.objects:

    print("\nObject name:",obj.name)

    if type(obj.data) == bpy.types.Mesh:
        print("bpy.type: MESH")

    if type(obj.data) == bpy.types.PointLight:
        print("bpy.type: LIGHT")

    if type(obj.data) == bpy.types.Camera:
        print("bpy.type: Camera")

#    How to find the Empty? This code does not work:
#    if type(obj.data) == bpy.types.Empty:
#        print("Type: Empty")

For an empty object (and only an empty object)  obj.data is None will be true.  AFAIK there is no bpy.types.Empty  Suggest using the Object.type property as answered below.

I guess, you just want to execute something based on the actual type of object while running through a list of objects in the scene. In this case, better use the type attribute of each object, which returns (as you probably guess) the type per object so no need to compare against RNA types:
>>> C.object
bpy.data.objects['Empty']

>>> C.object.type
'EMPTY'

Test all objects of the collection in context (active collection):
import bpy

C = bpy.context

for obj in C.collection.objects:
    # Check for geometry type
    if obj.type not in ('EMPTY', 'CAMERA', 'LIGHT'):
        print ("Geometry object:", obj.name)
    # Check for empty
    elif obj.type == 'EMPTY':
        print ("Empty object:", obj.name)
        # Print the type
        print ("Draw type:", obj.empty_display_type)

API: https://docs.blender.org/api/current/bpy.types.Object.html?highlight=type#bpy.types.Object.type
All types of objects for reference: 'MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'ARMATURE', 'LATTICE', 'EMPTY', 'GPENCIL', 'CAMERA', 'LIGHT', 'SPEAKER', 'LIGHT_PROBE'

Is it possible to distinguish between different types of empties, e.g. Plain Axes and Arrows?

Sure, answer updated @John You can enable Developer Extras and Python Tooltips (Prefs > Interface) which allows to display the python property within the UI.


text:
Cycles Material Ignoring Transparency Shader
Currently, I have an HDR lit scene with a tree. The tree has a particle system for leaves, that distribute them along the weight painted branches. This works perfectly fine except for the material I have on the leaves, I have a alpha map of a leaf to literally just make it a solid color, and a transparency shader to remove the rest from view. I even made the color bit an emission shader to remove the lighting part of the problem, but the inside bits where the leaves come together are still pitch black. What can I do to fix it?
Pictures: (The UV maps in the pictures are unrelated to the leaves)


text:
UV Editor Not Displaying Selected Faces
While in Edit Mode, selecting the geometry in the 3D viewport doesn't cause the same selected geometry to show up in the UV Editor window.
It's only when I begin modifying the selected UVs that the UV Editor updates. At this point I can cancel the transform and the newly selected faces remain.
This problem is happening to only one object in the scene. The object was working fine previously, so I must have enabled/disabled something unintentionally.
I've checked that 'View > Update Automatically' is enabled. Given that it's happening to only this object however, I don't think the problem is with a UV Editor setting. But I don't know what object-specific setting would cause this behaviour.

Doing/Cancelling a transformation keeps the selected UVs on display

Selecting UVs doesn't affect any change

Starting to scale those UVs then causes them to appear
Any help would be welcome, cheers.

You should upload a .blend file, so we can test it.

I'm still having this issue, did you find a solution?

First time I go to edit the UVs I have to use unwrap command to get some UVs to modify.

I had the same issue with one of my objects.  I believe the issue came up after I joined several meshes each with a mirror modifier.  I removed the modifier and reapplied and it appears that the issue has resolved itself.


text:
The rendering process gets stuck, or sometimes I get a black screen
I'm just following a tutorial on youtube, but when it comes to the end I cannot render the file, it always stucks and makes the screen black sometimes just showing nothing.
If anyone can help it would be appreciated. Thank you.
http://www.mediafire.com/download/vjvnaccxmyydmxn/lightsaber.blend1


text:
Linking the mesh and location of objects with different materials in different scenes
Is it is possible to keep the mesh and location linked between the spheres in the example shown below, but have different materials on the spheres?
I have tried several related examples here on Stack Exchange, although the mesh is the same and the material can be different, the position of the spheres are lost, and they can be moved independently of each other.
Does anyone know if it is possible to keep the mesh and location linked, but with different materials on the spheres? That is, any movement of the sphere in scene A should be mirrored in scene B.
The .blend file for this example is available at
pasteall.org

The material is linked as object

No, I don't think you can, as far as I know.
You can link objects from two scenes or even files, their positions will be kept in sync.
You can also have materials applied to Object or Object Data, so two objects can share the same object data but have different materials.
You can't however move them independently. If you use U > Make Single User > Object, you will be able to change materials but they will move them independently.
One possible workaround is to use parenting. Create an empty object, for example, and link it between the two scenes so their positions are kept in sync. Then in each scene parent a differently colored sphere to the empty.
That way the empty will guarantee they move independently, but their visual appearance will differ.


text:
How to Scale the Lower Part of a UV Sphere in Blender
I'm following a  YouTube video by Default Cube and can't figure out how to scale the lower part of a UV sphere as shown in the clip below.

The result I get is very different, and I can't figure out why. Can anyone here on the forum explain?

Here is a summary of the different steps as I understand
Object Mode:

Launch Blender and delete everything.
Add a UV Sphere with 100 segments and 100 rings.

Edit Mode:

Select the equatorial line of the sphere using edge loop selection.
Mark the seam.
Change Select Mode to faces.
Hover the mouse over the lower part of the UV sphere and press 'L' to select connected geometry.
Set the Transform Pivot Point to 3D cursor.
Press 'S' to scale.

... and the result can not be reproduced as shown in the video.

He doesn't say it, but the blue vertical line while shows he's scaling on Z axis, also the tool information in the top left of the viewport says "Scaling [some factor] on global Z".

Press SZ to scale on Z only.........


text:
Can I create two coloured liquids that mix together?
I want to create paint in blender in which the paint fills the screen with two differemt colours mixed in. Can I do this?


text:
Solid Faces and Normals in Opposite Directions
I have a weird problem in Blender where it seems that my faces and normals point in opposite directions. I have backface culling on in these shots.
Here's what a selection is supposed to look like. The normals and faces point in the correct direction, both facing outwards, with the selection on the outside:

Here's the odd geometry:

On the left, the faces point inwards, and the normals face outwards. But the selection is on the outside. (I flipped the normals in this case)
On the right, the faces point outwards, and the normals face inwards, as they should, but the selection is on the inside. (The normals are unflipped in this case)
It seems as if the normals and faces are pointing in opposite directions, because the selection is incorrect. What's happening here?

First:
In blender, you cannot select the inside or the ourside of a face, you can only select a face as a whole.
Second:
May it be that you think that the 3D manipulator shows the normal of the face, however it does not?
You can set the 3D manipulator to be aligned to the normal of the currently selected face. In that case, the blue axis will be the normal.
Set it up like in this image at the bottom of the 3D view:

It is however mouch more convenient to turn on normals display as Matt showed.

I think you're misinterpreting what you're seeing.
I don't see any normals displayed in any of the images you've uploaded. When normals are displayed, they look like this:

I might be misunderstanding you. If so, please clarify.
I suspect that the normals are pointing exactly the direction you expect them to point (away from the visible side of the face). If you just Recalculate Normals -> Outside, it should correct the problem.
If that doesn't work, you should check for non-manifold geometry.


text:
How to get started with Python Coding in Blender?
I want to start programming to help me in my artworks, and don't know python. However, I can pick languages quite easily. Where should I get started and what's the software I need? Plus, if I want to develop the Game Engine, will I need C++ programming knowledge? I want to become a developer for the game engine.

It will be useful in your question to state your actual months of experience with Blender and Python.  Even if people measure experience different ways.

Less than a year. No experience with Python.

Many times as you know more about Blender you will need less Python.
In Blender use the Python console window and execute your python from a text window.  Note that tool tips show Python references.  See text output in the Blender console window. One small project suggestion is to print out the names of the Blender Objects in the console window.
Python.org site can be incrementally read and searched via the internet.  There are certainly free videos and texts on the internet, with and without Blender.
Here at Stack Exchange there is a Python group.
Note that in Blender the [info window] shows Python for many of your user actions so you can observe and customize.
If you want to reinvent the 3D Wheel and get Python experience, pick a small project such as one that has many scripts and solutions already, so one may refer to known solutions.  Here is one idea.  Write Python to change the content of a [text] object over time from a Python list of strings.
Know that Node programming exists for the Compositor and Materials et cetera.  There is also BAN  ... Blender Animation Nodes.  There is also the driver feature of Blender which use Python.  One small project might be to animate the visibility of two objects based on the visibility of a third object.
I am not addressing the Game Engine in particular.


text:
Reading boolean values from file always return "True"
from bge import logic
path = logic.expandPath("//")

def save():
    cont = logic.getCurrentController()
    own = cont.owner
    # 'info' is what will be saved to the file.
    # Example:
    # info = str(*What you want to save*)

    info = str(own['pink'])+","+str(own['red'])

    file = open(path+str(own)+".txt", 'w')
    file.write(str(info))

def load():
    cont = logic.getCurrentController()
    own = cont.owner

    file = open(path+str(own)+'.txt','r')
    line = file.readline().replace('\n','').split(',')
    own['pink'] = bool(line[0])
    own['red'] = bool(line[1])

I'm voting to close this question as off-topic because  because it is fundamentally about how python interprets the string representation of a Boolean. (not a bad question, just wrong place)

fundamentally this is a Python specific question / misunderstanding
some_string = "True, False, False, True, False"
items = some_string.split(', ')

print(items)
# ['True', 'False', 'False', 'True', 'False']

print([bool(i) for i in items])
# [True, True, True, True, True]

if you really want to store bools as their string representation your option would be to to use eval.
[eval(i) for i in items]
# [True, False, False, True, False]

or testing directly for equivalence using i=='True' as suggested in the first answer you got.
[(i == 'True') for i in items]
# [True, False, False, True, False]

but you can also (and probably should) store them as their integer-string representation
some_string = "1, 0, 0, 1, 0"
items = some_string.split(', ')

print(items)
# ['1', '0', '0', '1', '0']

print([bool(int(i)) for i in items])
# [True, False, False, True, False]


text:
What is a good workflow between blender and 3d coat?
I bought 3d coat pro. I upgraded from an old edu license I bought three years ago and now I'm trying to find a good workflow between blender and 3d coat. I mostly make game models like characters, weapons, props and modular level assets. I also do a bunch of animation. My old workflow consisted of building a hp mesh and baking it to a low poly mesh with cage mesh via xnormal. Sometimes I cheat and do a lp mesh and beef up the poly count for baking then paint heightmaps (saves a ton of time for simple stuff). From there I generate my own textures in blender and gimp then use substance painter indie to put together my textures for pbr usage. But now that I have 3d coat I have some new options for my asset creation process. Not sure which route to take. Lots of possibly. What do you guys recommend?

I also use 3D Coat, the built in AddOn helps a lot. You have to go into preferences and enable it.
My workflow is: Sculpt Highpoly in 3DCoat, retopo and lowpoly in 3DCoat, Exporting Highpoly and transfering the lowpoly to Blender for unwraping, after that just baking in xNormal.


text:
STL empty on export (Python API)
When I export manually I get the full STL but when I try using the Python API I get 1k (ie empty) files.
The code is quite complex (which I'm not a liberty to share at the moment) but its final piece is called Boundary
I execute the following lines of code to export the STL,
bpy.context.scene.objects.active = Boundary
bpy.ops.export_mesh.stl(filepath="C:/Users/User/Documents/Pyticle/Volume Blender/Bob.stl")

I saw some previous questions asking this but they all suggested that the geometry was not selected which is not the case here. That is unless I'm not selecting it properly?
(An aside, a decent NURBS interpreter, that is all)

It’s going to be hard to answer with so few info… STL exporter by default export all (geometry) object in active scene (only exporting selected ones is an option, disabled by default).
That said, here are some ideas to check:

Active is not selected, those two states are different and you may have an active but non-selected object (so you should also ensure you do Boundary.select = True in case you export only selected).
Your object must be linked in the active scene (context.scene.objects.link(Boundary)), otherwise you can select it or even (try to!) make it active, it won’t work.

I recently had and solved the same problem: in my Python API loop, some objects would export to STL files without a problem, and one would be exported empty. When I tried to export that one troublemaker manually, it worked fine.
The problem turned out to be that I had set the viewport visibility off for that particular object (to make fluid simulation results visible). That somehow had the effect of disassociating the object from the objects list of the scene. Turning the visibility back on solved the problem for me - so check that this isn't the case before you go in search of more elaborate solutions.

To be precise, making an object hidden also prevents it to be in context's  'selected' list (because an hidden item cannot be selected in Blender).


text:
Is there a way to apply a transformation across preexisting keyframes?
I'm working on a modification of a preexisting weapon model's animations for a game mod, and need to make adjustments to the animations for the swapped model. What I essentially need to do is move one bone and then apply that transformation throughout all of the keyframes in the animation.

The obvious way to go about this would be to go through every key frame in every animation and type out the transforms with precise values, but that's incredibly time consuming and seems a likely way for me to make mistakes.
Is there a way that I can perform one transformation, and then apply it to every other keyframe?
On a related note, is there a way I can align the camera to a bone's particular axis? If there's no way to perform a mass transform like this, it would at least eliminate a lot of potential for error by doing transformations by the view's orientation with consistent accuracy from frame to frame.

sounds like the autokeyframe button is your friend

I'm struggling with a similar problem right now. I cant seem to find a way to make "local" keyframe animations. Delta transforms aren't helpful either. E.g. I move a cube on the x-axis using 2 keyframes. Now I copy the cube, move and rotate it 90° using Delta Transforms. You would expect the copied cube now moves on the global y-axis, but it doesn't. It seems this is actually impossible using keyframes.

Use a child-of constraint on the bone (root?), targeting a new empty.  Adjust the empty to fit the new model.  Bake the action with visual keying + clear constraints.

If I understand you correctly, your problem emerged after you swapped the model, because you notice that with the old animation on the new model, the motions are a bit off?
I supposed something like that is an easy fix in graph editor, either that or add an offset animation to it using NLA editor.

Keyframes can be created, read, updated and deleted.
Descriptions can be accurate or inaccurate.
From your description it leads the reader to believe you can delete all the keyframes for one particular bone and then create a single new keyframe or transformation.  If there are no keyframes the current transformation is the one that dominates.


text:
Straighten vertices along a line without changing line lengths
I need to use the circumference of a shape to calculate its height with that circumference as my physical reference. I have a cross section of the shape isolated, but it's a lot vertices in a pretty irregular shape. Is there any way to have them all automatically straighten out without changing the distances between each vertex?

If you want to find the total length of the perimeter of your cross-section,  (https://blender.stackexchange.com/questions/1674/how-to-get-selected-edges-length) might help


text:
Foam Tile Material
I'm trying to create a grid of foam tiles for a project I am working on. The texture has some imperfections on it and I'm just trying to figure out the best way to go about creating this texture. I modeled the actual tile already so the material doesn't have to include the puzzle pattern luckily.
Here is what I am trying to create:

Here is what I have tried so far. My attempts at making this included plugging in a surface imperfections map into the roughness of the material but it did not achieve the effect I was going for:

Maybe first look for a texture that will mimic the rubber surface. Use it as a factor between 2 variations of the same color, one a bit brighter and glossier than the other, but keep it rather matte. At the end plug a Subsurface Scattering to increase the rubber feeling.

You are a genius, thank you.


text:
Blender Installer Error Message (.msi Installer 2.78b)
I downloaded from blender's website the installer for the program (ver. 2.78c). I open it, and this pops up:

Is there something I'm missing here?
Thanks.

Possibly corrupt download. Download again or use the zipped package instead.

How do I use the zipped package? All I see are data files. Do I compress and open?

Unzip the the whole archive anywhere in your computer and run Blender.exe.


text:
How to composite animation?
i tried my best to search the answer on web, but i couldnt seem to find anything helpful.
so i finished building my animation scene. i also made a few render layer for compositing, one for blur effects, 1 for speed vectors, etc. now i want to render it into an animation. i checked the composite checkbox in the postprocessing tab, and hit animation button to render it. then it renders all the render layers one by one, and combine it into the composited results. but then it stops rendering so i only got 1 frame.
i read a thread here that said i should delete the render layers so blender will render it directly into a composited result, but in the composite node settings i need the render layer so i can get different effects for different objects.
how do i render the frames into PNGs file that is already composited? im sorry if my question confuse you, please ask me for more detail. any help is fully appreciated

Is the rendering ok without postprocessing? Have you checked the frame range? Have you defined an output directory?

@lemon yeah i didnt connect an output directory node on the tree settings. Apprently i need one to save the compositing results. Thanks!


text:
How does tile size affects render time in GPU compute cycles?
I do some tests on a scene with various tiles size. The first time, i set the tiles size to 256x256. It rendered in about 9 minutes. The second time, i set it to 512x512.
Now because the tile size is bigger than the first, i thought it would have rendered much faster, but apparently it finished in 12 minutes. How is this so?

Why/how does tile size effect performance?

You have to see the cores of your graphic card. The number of cores is the number of tiles it can process at the same time. If you have a big amount of cores make the tiles smaller. About 1/8 of the blender's default size is ok. If you have a really good graphic card try the 1/16 of the blender's default size.


text:
How do you create complex character animation?
Im asking for some general workflow to do some complex character activity animation, like dancing, playing basketball, etc.
Some video tutorial about with will be welcomed too.
Cheers!

Imho, usually it is better to create Actions and then use/reuse/blend them in the NLA https://docs.blender.org/manual/en/dev/editors/nla/introduction.html

Not about Blender, but character animation in general. Alao very broad and opinion based.

Actually i mean the general workflow in blender. Like what i should do first and the next. Whatever cross your mind is very appreciated. So please do inform me if you get some idea


text:
What are Blender driver used for?
I just discovered that drivers are scripts that is written for animations. I cant seem to find a decent tutorial about drivers. How useful are drivers and can you give me some cases where drivers csn be useful?
Cheers

This may be of help https://docs.blender.org/manual/en/dev/animation/drivers/introduction.html

Related: https://blender.stackexchange.com/questions/43078/essentially-what-are-drivers. I personally use them often to basically establish link between properties, and that's a big thing!


text:
How do i weight the whole mesh to a single bone?
I am currently modeling a ladybug and trying to put an armature in it. The ladybug's legs are segmented and i am planning to set 1 piece of bone to every single segments.
The problem is painting the weight often giving me half weighted result. What i want is a way to select an element of mesh using the L key, and assign that whole selection to a particular bone. Is there a way that is similar to what i was trying to do? Thx

What you can do is:

Select your mesh, then select your armature using Shift+RightClick
Hit Ctrl+P then choose With Empty Groups
Select your mesh enter Edit Mode then select the vertices/faces you want to be part of a particular bone and then select the bone you want them to be part of from the vertex group panel and hit Assign as shown below.

Then these vertices will be part of this bone.


text:
3ds import menu
I need to change Size Constraint option for 3ds import. Could somebody navigate me to this menu ?
Somebody posted this picture and I cannot seem to find it anywhere.

Operator menu. File > import > 3ds, then bottom left below your bookmarks and such...

Yes, in case it is not clear it shows up after you go to File > Import in the file manager itself


text:
Use same hotkey to toggle between distinct input functions?
How can we set one single hotkey to cycle-toggle between a number of input functions?
It should work pretty much like the 'Tab' hotkey, for instance, which toggles between 'Object' and 'Edit' modes.

There is no single universal operator for that, depends on what you want to do under which context. Could be object.mode_set or wm.context_toggle or wm.context_menu_enum or any other number of operators. What exactly are you trying to achieve?

For instance, I would prefer to use a single key to toggle between commands like "Mesh select mode" (vertex, edge and face).

Not sure if that is possible. You can use wm.context_set_value with context set to tool_settings.mesh_select_mode to change between two modes, but I don't think you can toggle between several of them without some more advanced python scripting


text:
How to weight-paint a character?
So I know how to weight-paint from a TECHNICAL perspective, but not an ARTISTIC perspective. That is, I know how to access weight-paint mode, I know about the brushes, how to select bones, etc. The problem is that I don't know which areas should be less or more heavily weighted for which bones, in order to make the end result look good.
Google doesn't seem to help, as searching simple queries like "blender weight painting tutorial" only seem to cover the TECHNICAL perspective, which I already understand. Granted, this seems to be the case for not just weight-painting, but rigging, animation, character modeling, and other things. Because of all this, I have a hard time as-is trying to find information on the subject.

Every mesh and rig is unique, but something that I find helpful is to test the effect of the weight as I paint, by selecting bones in Weight Paint mode and doing free rotation on them (press [R][R]) to see how they move, then pressing [Esc] to cancel once I've seen it. If something's not right I paint a little more, then test again. And repeat.

I don't think there is a real artistic perspective in weight painting. The result will mainly depend on the mesh itself (good geometry/edges so that it can be bent as wanted, depending on the bone positions and rotations limits). The mesh is done following concept art or model. It is eventually retopo in order to fit the wanted animation (good geometry as said above), the armature is placed accordingly, and weight paint is done automatically and/or adjusted manually to fit the needs.But in my (non professional) experience, this is more a patient tuning than artistic matter.

... but (as previous comment is too long)... surely some are genius/artist at doing it better than others...


text:
Two-sided clothing with different materials?
How do I make two-sided clothing using the Cloth modifier, such that the front and back have different materials?

Very related: https://blender.stackexchange.com/questions/39599/how-to-apply-a-texture-to-only-one-side-of-a-plane

In cycles, you can use the backfacing as a mixing factor between shaders.

In internal, you can use the front/back as a mixing factor between materials.


text:
Can grease pencil be set to occlude freestyle lines?
I'm trying to do a scene that mixes 2D and 3D together and uses Freestyle to give the 3D elements a little bit of line work. The problem I have is that the lines are showing through my grease pencil layers, including solid fills. Is there a way to get EEVEE and freestyle to respect GP as a solid object that would block freestyle lines? (I prefer to avoid rendering multiple passes and compositing together afterward.)


text:
translate (change location) in object more or edit mode?
What is the difference between translating (i.e moving an object) in object mode and achieving the same thing by selecting all mesh elements in edit mode and then moving those?
Why would one chose between the two methods?

In object mode, the object origin (the pink dot) moves as well. In edit mode, it doesn't.
The point is that if you want the origin to stay in a certain place, you could move all the elements in edit mode without affecting object origin location.

What's the significance of moving the origin?


text:
Randomize texture or material for several similar objects
I want to make a scene with many fallen bricks lying around. However, all the bricks cannot have the same colour or texture. What approach can i use to make the bricks look different? Manually creating multiple materials is not an option in this case
EDIT: I'm using the cycles renderer

Blender render or cycles? With cycles there is the object info node like this.

cycles- I will edit the question. :)


text:
Make subdivided bone move as one whole bone?
For the purposes of my game I need bones that would normally be one long bone (arms, legs) to be split into two. The problem with this is that when animating the model the legs and arms now move as if they have three joints (because they do now, but this isn't what I want). Is it possible to have blender ignore the new joint?

you could animate it as one bone then subdivide them/.

Please upload your .blend file or, at least, a picture of your rig: are the two bones connected? Are they part of a IK chain? do they inherit transforms? etc etc .....


text:
Node Editor Material Transparency Problem
I've set up a material in the node editor that basically makes the mesh that it is applied to look act as if backface culling was turned on.
However my problem with this is that the Transparency setting is no longer effective, as is illustrated in the screenshot below. Although Transparency is only set to about 50 percent, the resulting material is still entirely opaque because of the node setup (which I got from a thread on this site and do not really understand tbh)
So my question is if anyone knows how I can set up the material as to allow me to influence and animate its transparency while retaining the 'quasi-backface culling' node setup.
Any help would be greatly appreciated.
Cheers folks!

use a math node to sum the alpha out and the front/back out ,  and feed it to the output node

Thanks, but I can't get that to work. Have you tried this yourself? Maybe you could elaborate, might be that I'm missing something?

sorry the sum didn't do it but see the answer

Use a math node and set it to Minimum and plug the Alpha output and the Front/Back output to it then connect the result to the Alpha input of the Output node. this way the the back faces will be totally transparent and the front faces will have the alpha you set in the material tab.


text:
Morphing between two different curves or meshes via shapekeys
I've imported two .svg's from illustrator to blender that I would like to be able to morph between with shapekeys.
There's a screenshot of the .svg's below.
Blender imports each letter as an individual curve and I've tried to convert these curves to meshes and use the shrinkwrap modifier to morph one letter into another.
This hasn't really yielded any usable results though.
So my only other idea was to export the text from illustrator as a .png and apply it to a square as a texture and then morph that square to a circle via the shrinkwrap modifier. I'd much prefer to do it all with the imported .svg's though, as nothing would pixelate when zoomed in for example. So if anyone has an idea how this could be achieved I'd really appreciate your input!
Cheers folks, thanks.

If you have your text transformed in blender curves, you can animate it using the add-on "AnimAll", which lets you animate directly every control point of your curves. You'll have to go to preference window, add-ons, search for AnimAll, activate it and save your user settings.
Of course you will use only the first svg, and you'll have to remodel it following the shape of the second, but everything remains in vector mode, without any pixelation.
Then, if you want  a single control to move the morphing, you can use an action constraint.

I see your question has been answered already, and you probably no longer need help with this issue, but you (and others) may want to know that there is a very efficient way to create text like that in your reference image.
(The following instructions assume your text reads from the Top View)
Give the Curve or Text object some thickness
If it is a Text object, this can be done in the Text Context. Look for the Extrude slider.

If it's already a mesh, that's okay too - just Extrude E in Edit Mode. The point of giving it some volume is so that it will register with the Remesh Modifier.
You'll want the Object Origin to be in the center of the text. You can do this while it's a Text object by center-aligning and Y-offsetting the text, or re-set the Origin after converting to a mesh ShiftCtrlAltC.
Convert to Mesh
AltC

Add a Remesh Modifier
We need the text to deform evenly, and this quick retopology method will do just fine.

(Thanks to kaiware-daikon for these settings)
Apply the Remesh Modifier.
Re-flatten it
We don't need it to have volume anymore now that the retopo is done. You can delete the bottom vertices. From the Front View, Box Select B and Delete X.

Then flatten all the remaining verts back to 0 on the Z axis. (Found in the Transform Panel N)

Add an Empty
World Coordinates should be as follows:
X:0
Y:0
Z:-0.5
We will use this in a moment.
Add a Cast Modifier
This Modifier can distort spherically or circularly. Here are the settings:

The End Result
(Animated example)


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Need help recreating crazy colors/material from example
I found this three.js website that has a somewhat whacky color scheme that I really like: http://one-billion-cat.com/test/galerie/scene.html
Here it is as a youtube video: https://www.youtube.com/watch?v=q4e6yFQgu6U
I'm trying to find a material in blender that could give me this kind of look, but I'm not getting anywhere, so I thought maybe one of you guys might have an idea of how to go about achieving this.
I'd really appreciate some help with this, thanks folks =)

Here is shader doing same result.

ADD:
Same result for Blender internal engine.

wow, thanks, that's exactly what I was looking for. Do you know of a setup like this for the internal blender render engine? I want to export the scene with the blend4web addon, and this only supports the internal engine.. Thanks man =)

Look another file, man.

If blend4web supports vertex colours you can bake normals to a Vertex Color map,

For the bake to work you must be in Vertex Paint mode, you don't need to create a UV map.
that will give you this effect.

It very easy to create using blend4web. You don't need to bake this to vertex color (but blend4web really support it), you just need to connect Normal from the Geometry node to the Output in node material - Blend4web have full support of blender internal (not cycles) material nodes.


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Inverted mirror/live duplicate
When mirroring the mirrored side of the object gets inverted (just like a normal mirror). I need the mirrored object to be exactly the same as the other one. Much more like a live duplicate so when I edit the first object the same thing gets applied to the duplicate. How would I do this? If there is no way using the UI then there sure must be a way to do this in a script, right?

You can press Alt + D to create an instance (live duplicate as I called it in the question)

Or,  you can apply an array modifier set the offset to what you want  and  then start doing  what you want on the original mesh. After you're  done hit apply


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Don't have a num pad, How would I go about changing the view?
A lot of the shortcuts in blender uses the number pad, Where in blender can I change for example the point of view without using the shortcut.

Go to File-->User Preferences-->Input (or use a Ctrl+Alt+U shortcut) and check the Emulate Numpad box. You can now use the normal 1,2,3,4,5,6,7,8,9,0 buttons at the top of your keyboard to change camera views instead of the numpad.
Check out this answer also: How to reset the angle of rotated view without a numpad? It shows how to change the view without using any shortcuts.


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Per face vertex coloring
In blender you can color the vertexes. But is there a way to color the faces so the faces have only one color instead of the colors being interpolated based on the colors of the surronding verticies. This is avalible in maya ( https://youtu.be/TxlASKUMgfo?t=1m10s ).

Looks like you're searching for a way to make per-face vertex colors, not per-vertex. A scripted solution could help. You could make it with UI but it will be kind of a hack (but workable).

@MrZak how would I do it with UI?

Using another answer from that question; maybe it provides you with something applicable for you case.

@MrZak not really but I found out that I can use the face selection mask to paint individual faces without interpolation. This is however extreamly slow when you have a lot of polygons since you have to select them all one by one.

You can assign a material to each face. This answer automates the task.

You can achieve this using Texture Paint and a carefully crafted UV map with each face taking up the space of only one pixel. This will mean that the entire face relates to a single pixel in the image texture and is therefore painted a single consistent color. The UV map and the associated image can be created with a script.
Open a Text window, click New, give it a name such as 'create_pixel_uv.py', and paste the following script :
# Run this script to generate a UV map and Image with 1 pixel per face so each face has a single colour.
# NOTE : For Texture paint you need to set Option/Bleed to not more than 2px - otherwise you'll get bleeding into unrelated faces

import bpy
import bmesh
import math

# Get selected/active object
obj = bpy.context.object
obj.update_from_editmode()
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(obj.data)

# Get count of faces
num_faces = len(bm.faces)

# Create image with 1 pixel per face (ie, WxH = <numfaces>x1)
image = bpy.data.images.new("facepixels_"+str(num_faces), width=num_faces*3, height=3)

# Create UV map
obj.data.uv_textures.new("facepixels_"+str(num_faces))
uv_layer = bm.loops.layers.uv[0]
bm.faces.layers.tex.verify()

# Process each face and position each loop vertex around the centre point
# of the central pixel of each 3x3 pixel group.
faceidx = -1
for f in bm.faces:
    faceidx = faceidx + 1
    loopidx = -1
    numverts = len(f.loops)
    for l in f.loops:
        loopidx = loopidx + 1
        luv = l[uv_layer]
        luv.uv[0] = (float(faceidx)+1.5+math.cos(float(loopidx)/numverts*math.pi*2+math.pi/4)/50)/num_faces
        luv.uv[1] = (0.0 + 0.5+math.sin(float(loopidx)/numverts*math.pi*2+math.pi/4)/30/3)

Select the object you want to "face paint" and click Run Script.
The script should create you a new UV map named 'facepixels_nnnn' (where 'nnnn' is the number of faces in your mesh) along with an image of the same name.
In the UV Editor window you'll see that each face has been sized and positioned to be within a single pixel in the image, in one long row. Each pixel has a border of 'unused' pixels around it to allow for 'bleeding' around the face during texture painting.

Ensure the new UV map is selected as the 'active' UV map.
Create a new material for the mesh and add an Image Node and select the new image. You should now be able to use Texture Paint to paint on the mesh with each face being painted a uniform color.

Note the bleeding of color around the UV mapped pixels (the dot visible in the centre of each block of color on the UV image). The bleeding can be avoided by setting the Texture Paint Option/Bleed to 0px - although it won't be used in the render since it is outside the UV mapped faces.

NOTE : Once you have painted your mesh you should Save or Pack your image so it is not lost when the Blend file is saved and reopened.

This should work. I still want all the colors to be in the vertexes though. All I would have to do is bake the texture  to the vertex colors after I'm done painting.

Adjacent faces can have different plain colors, and a vertex can have a different color for each face it participates to.
In 2.79, it's possible to select the faces in Vertex Paint mode, and use 'Set Vertex Colors' (Header > Paint menu or Shift-K).

Likely the integration in Blender of a separate script that was used before.
Edit:

To view colors in the 3D editor when 'Material' display mode is selected, the option 'Vertex Color Paint' must be enabled for the material used (Properties editor > Material tab > Options panel).
The 'Face Selection Masking for Painting' button must be down in the 3D Editor header (Vertex Paint mode).

Do you know ways to make the unselected face also displayed without mixing with grey?  For example, in your image, red and green are very dull now just because it is unselected.

@cppBeginner: I don't know how to do this, or even if this is possible, the UI being so convoluted and the documentation so poor. You should start a new question, maybe someone digged into this need already.

Thanks.  I created a new question.  https://blender.stackexchange.com/questions/198507/make-blender-displays-vertex-color-of-unselected-faces-without-blenders-white


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Scale with custom snapping increment
I'm making models with pixel art textures, the models themeselves are made up of cubes. The problem is that when the cubes are scaled they are not the proper size to be used with pixel art so either the pixels get stretched or cropped. I know that I can hold CTRL while scaling the cubes to make the snap but this is done in increments of 1. Is there a way to change this value? If there is no built in solution, is there a way to do this by script?

Use another object (an empty for instance) and set a driver on scale linked on its location (either x, y or z)

@lemon Can you please elaborate? I'm relatively new to blender :)

That's a nice solution. @VinnieH01, I'll explain it if it's still relevant.


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Rigid body tower falling over by itself?
I have a large tower (12 blocks high) that I plan to have a ball thrown at it. But what happens is that it falls over by itself and starts to spread out on the ground. What is happening and why?

Blend File

You need to keyframe the dynamic check box for each piece that you want to move.

The issue is that rigid body physics are taking over your tower, and making it collapse before the ball hits it, which is what would happen in real life, if the tower was already broken. The way to fix this is to go under Properties > Physics > Rigid Body Dynamics and check Enable Deactivation and Start Deactivated.


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Why is the texture sideways/diagonal?
I'm in blender cycles and my image, when rendered, looks like this.

Why is it sideways/diagonal in some places.

How are we supposed to know with such little info? How did you texture it, did you unwrap, generated coordinates, object UVs? What kind of material setup do you have, how are your nodes set up?. Please edit your question and provide more info, possibly some screenshots of your materials and node setup.


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Stretch texture over multiple faces
I have a sphere with a slightly curved top and I applied a grass texture to the top, but what it is doing is applying the texture to every face, which is much too small.

I want it to be larger so that it looks better and the tileing is less noticeable.
In edit mode and close up it looks like:

I will need to export the model as an obj so the texture would need to look the same when exported.

Did you uv unwrap it?

Instead of UV texture co-ordinates why not use object? Then scale with a transform node.


text:
Gradient texture not showing up in render in Eevee
So I am making this simple low poly landscape.

The large plane to the left is meant to be colored used a gradient texture, using this node setup:

However, this texture does not show up in the final render giving me just a uniform shade of purple like this:

The texture also does not show in the 3D Viewport on render mode. However it does show up in the viewport if I select the plane and switch to local editing with numpad '/'. It also shows up if I do a 'Viewport Render Image' from the 'view' menu.

So I'm guessing this is an issue with rendering settings - I have not changed any from the default for this other than changing the image dimensions to produce a square image. I am using Eevee and Blender 2.82.7. The texture does render correctly with Cycles but I would like to know why this isn't working in Eevee. Thank you in advance
James

I can't confirm that under 2.9x ... any reason to stay with 2.82 (it seems to be a bug, even I didnt experienced such thing in that time and primarily - it isn't going to be fixed ... it is rather better to use 2.83 LTS (if you cant use last official release for some reason) that is maintained. Or share file to confirm it is not something with your file (or try replicate with a new file).

None of this really explains the difference between Viewport and Render, but here are a couple of things to try?
Hard to tell from your render, but you may be getting your gradient OK, just along the wrong axis? Given a full 3D vector, Linear Gradient seems to select X, for mapping. If your mountains are up in Z, you might want to isolate that value:

..if you wanted your gradient bottom to top.
You're using Generated coordinates, which measure 0->1 along the each side of your object's bounding box. The origin is at min(X,Y,Z) of that box. (If you rotate the texture without moving it first, that will be the center of rotation.) So there's another possibility...
Check that box by checking 'Bounds' in the object's Object Properties tab > Viewport Display panel. If you have some extraneous geometry, and the box is much bigger than the bit of the object you're interested in, you may be at  one end of your gradient?

Thanks for those suggestions Robin. I couldn't get it to work with the separated XYZ but switching from Generated to Object co-ordinates did.


text:
Export to Unreal Engine without combining all the elements in one object
In Blender I have a cupboard with the doors. When I export it to the Unreal Engine (*.fbx file), I want to be able open/close this doors in my game. But in Unreal I have only 1 object and in Blender - 5.
What is wrong?

This could be an engine issue. I recall that when importing there is an option to combine meshes.

If you come to a solution, please answer your own question so other people can see how to fix it.

In Blender I put a moving part of the object at the center of origin and export the object separately. It works for me. Zero coordinate in Blender will be pivot point in Unreal


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Can't divide the surface into 2 parts
I use a combination Ctrl + R, to divide the surface into 2 parts. It appears pink line, but I somehow for some polygons can pave it only from the top down or from left to right only, and I need the opposite. What am i doing wrong?
In the screenshot the red outlined, I can not lay a pink line

did you remove the doubles in edit mode? hotkey is W --> remove doubles?

Interruptions in Loop-cut means you need to inspect the geometry closer, often it points to faces not being joined by the edges that you think they're joined with. Some discontinuities are easy to overlook, but also easy to spot
Play close attention in Face selection mode to the locations of the dots that represent the median point of faces. If you see a dot on an edge that's a sign that you have accidentally created degenerate geometry, or if not degenerate then possibly unintended.
A side ways zoomed in view of your screenshot.

Selecting all in Edit Mode and Remove doubles can be used in most cases, except when you intentionally have vertices closer than the threshold that Remove Doubles operates on.


text:
Apply Sharp with blue lines
In my model I have this blue lines. I know that I can remove it with Crtl + E -> Clear Sharp, but I think I don't need it. When I import this model to Unreal Engine, I need it to look like on the first image with edges.

The lines will disappear anyway if you import your first sharp model in Unity. But if the lines annoy you while working, simply turn off their visibility in Overlays menu


text:
Weight paint error
In my model you can see, that legs are blue in the weight paint mode.
But when I rotate the bone, legs move too. Why is this happening?
I removed doubles by pressing M -> By Distance.

it may be another bone that influences these vertices, or this bone may influence at a very low weight and it will still move these vertices, you could simply select all these vertices, go into the Object Data panel > Vertex Groups, and in the pop-up panel on the right (down arrow) choose Remove from All Groups, or please share your file

Here it is https://drive.google.com/file/d/1EJZt8jV9Zi-h2e1ACN1yEGpJSF2_jRBc/view?usp=sharing

Blender is doing his best to assign the vertices to the most logical vertex group, there is no leg bones for the moment so the bottom part is assigned to the spine group as you can see here:

You should create the leg bones, it should make it work better (it will still need some corrections though):

Okay, will do it, thank you


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Can't create automatic weights
When in Edit Mode I select mesh and then armature and then press Ctrl + P -> With Automatic Weights, then it don't create weights. I'm getting error Bone Heat Weighting: failed to find solution for one or more bones. How can I solve it? Here is model https://drive.google.com/file/d/1Y-V8eIcem9k21v9kCZvqn6ZYUCIsewtv/view?usp=sharing

If you scale it 3 times (and apply the scale) it will work fine (then scale down if needed), I don't know why it didn't work because it was already big and there was no big apparent problem (maybe inner faces and overlapping vertices but removing them didn't seem to fix the problem). Scaling up helps to parent correctly sometimes. Maybe someone will explain what messes up with the current size...

@moonboots weird that scaling would work, because there are interior faces, duplicate vertices and non-manifold sections in that mesh.

yes but as I said fixing all the problems you cite doesn't seem to help, only scaling up, even though the mesh is already big, so there's something I don't understand here

The topology looks ok at first glance. But there are a lot of "quads" that are actually n-gons. These faces have 5 vertices. And there are non-flat faces and also a few duplicated verts that get merged if you use the Merge by Distance operation. I would clean up the mesh first. You can activate the 3D Print Tool addon that comes with Blender. It has a Check button. In Edit mode, you can use the Select button to display the bad faces.


text:
Blender Model goes black only in Edit Mode
In sculpt mode and object mode the object is normal. However when I enter edit mode the object goes black. I tried removing doubles and recalculating normals but
the model stayed black in edit mode. I have noticed that when I zoom in edit mode, the model has wavy black lines.

to me, what you see in black here are the vertices : you have more than 230k vertices

Lemon, so what should I do. I mean I have 230k vertices so does that mean I should remove doubles?

What should you do for ? Black here is not a color, but an indication of the vertices positions. To me, it seems you tried to use a multiresolution modifier but in fact or you did not, or you did applied it (and probably, that's why you have so many vertices in edit mode now)

Yeah I did use a multiresolution modifier earlier. I was sculpting and I accidently deleted the modifier so I re-added it. By the way thanks for all the help so far. I also pressed subdivide again.

ok. I just can say, next time, do not apply the multiresolution, unless you are sure you want to do that. But more than that here, I can't say. You can eventually make a new model by retopo this one if you are happy with its shape.

Yeah I'm pretty happy with its shape. So how would I go about doing a retopo. (I'm new to blender so forgive me for not knowing some of the terminology.)

With this kind of tools http://blender.stackexchange.com/questions/36525/how-to-easily-make-mesh-retopology. And the mesh_f2 addon is particularly useful. Find some tutorials about it https://www.google.fr/?gws_rd=ssl#q=blender+retopo&tbm=vid. And think about the topology (BTW) as it is a good and very important thing to learn

A good example for this, get a UV Sphere, subdivide it 10 times, then try again, a couple times. You can see the vertices multiplying.

Thanks guys. Especially Lemon those were some good links.

Your model has a lot of vertices, and that is perfectly fine.  The black lines indicate edges going between vertices on your model.  The vertices are hard to pick out at this distance, but when you zoom in on your model, the vertices (where the crossroads are) will be a little bit bigger.
Keep in mind that the point of Edit Mode is for you to select/deform/etc. the vertices, so it needs to display them.  While in Sculpt Mode or Object Mode, those vertices are not needed, so they are hidden, instead displaying the material of the object.
You can also look at this like the difference between Object Mode and Rendered Mode.  Both display the model, one using the OpenGL render (default for the 3D viewport), and the other is the Blender Internal render, which takes longer, but still displays your model, with different lighting calculations that give a more realistic result.

Oh so is this perfectly fine? Its just I'm following a tutorial for character modelling and the person added a multiresolution modifier. Then they took it out to work on the hands.

@0z00 Yep!  This is completely normal.  If you are planning on using this model in a game however, where you need real time rendering, then it may be too detailed for it to render.  Normal rendering in Blender should be perfectly fine, though the more vertices it needs to render, it will take longer.  I have made models in the past with a couple million vertices, Blender can handle it, though your computer might slow down.

I've got a high end pc. With a Nvidia GTX 970 so would that still slow it down? And then if I am doing real time rendering is there a way I could cut down the number of veritices the model has. I'm planning on using this model in my game. I'm the UE4 game engine by the way

@0z00 With more vertices, a computer will always slow down.  More hardware will push where the limit is.  For games, it starts to get complicated to say which way it will go.  I have not used UE4, don't know how many objects are going in your final scene, don't know what types of shaders you are using, target hardware, etc.  You will need to test, and see what works for you.

Ah i see ok thanks. However i do want to work on the model more in edit mode for the hands. So is there a way I could get rid of the black lines for editing. Sorry for all these questions, you must be feeling quite tired from all of them.

@0z00 Don't be! Questions are always good, provided you are learning something. You do not want to get rid of the lines and points, as you need to grab them to move/extrude/scale/etc.  If you don't have them, you can't do anything!  There are different modes of selection (vertex, edge, and face) that you can use as well.  If you are looking to just view the model, go for Object Mode, or Rendered Mode.

@0z00, Gilderman. If I can say : for a game generally around 20k max vertices (for a main character with head, hands, feet). For your prev question above you can try to decimate (modifier) your current mesh (make a copy before) to lower the amount of vertices (a get ride of some of the black lines). But again think about topology because later you'll have to rig it (modify it and so on).

@lemon I would agree on the 20k max, but I my opinion, there are many different ways that games go, and the character may be the highest detailed model in the scene. I didn't feel comfortable saying that one particular direction was the way to go.

Ah ok. Thanks a lot you've answered all my major queries.

Yep this is my main character. So I'll go ahead and try out the decimate modifier. Can i ask you any questions about the decimate modifier if i get any problems

@0z00 If you have issues with the modifier, you may wish to open another question.

You subdivided your mesh a couple of times. Edit mode reveals the mesh of your model. The black lines mark the borders between the faces.

Left - original mesh, right - 3 times subdivided

Wait so can i un-subdivide my mesh back to the original mesh?


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Making Two Objects EXACTLY Flush
Note the following image:

I am trying to align the object on the left and the one on the right, so that they are EXACTLY flush to each other and there is not flickering overlap.
What is the best way to do this? I tried zooming way in orthographically and moving the left one slowly, but it still overlapped slightly.
Is there an easy way to do this? Alternatively, is there a way to make the right object impassable, so that the left object simply stops at the edge of the mess?
Thanks!

Related: http://blender.stackexchange.com/questions/539/snap-object-on-top-of-surface-of-other-object

The "flickering overlap" (known as z-fighting) isn't really avoidable. Due to things like floating point rounding errors, there is no such thing as exactly flush in computer graphics. If two polygons are coplanar enough, you start getting calculations that sometimes round off with polygon A being on top, and some round off with polygon B on top. Hence, z-fighting. In most cases, you are much better off having either a small gap or subtly intersecting the two objects, depending on your needs.
That said, you can use face snapping to get one object "flush" with another object: Snap object on top of surface of other object
But again, due to precision limitations, "flush" is ill-defined and hovering or intersecting the two surfaces is often preferable so one is strictly defined as being on top of the other.


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Object Positions Reset On Blender Load
So I am attempting to make a modular environment in Blender, so I'm modeling many pieces in one scene to make sure they all match up properly before separating them out.
However, whenever I restart Blender after saving and closing it, many of my grouped objects (and their subobjects) have positions reset NOT to where I placed them.
For example, take a look at this:

Here you can see that the door pieces are in the "open" state, when I left them closed AND the "column" for the wall on the left has been moved from being flush with the wall (on the side) to being inside it.
It appears to be trying to move all of the objects to 0,0,0 which is what is messing this up. I'm not sure if it's an object hierarchy problem, but here is my hierarchy if anyone has ideas there:
Wall_Normal (parent)

Wall_Normal_Column (child)

Empty Axis Object (parent)

Door_Left (child a)
Door_Right (child b)

Is there a reason why object positions (and their relative subobjects) aren't being saved?

Could you edit your question and add a screenshot of the meshes, when they are placed at the locations where you want them? Also consider uploading your file to http://blend-exchange.giantcowfilms.com/ and post the link in your question.

can that be related to the current timeline frame ?

Have you placed location keyframes anywhere on the timeline?

Thanks to lemon/atomicbezierslinger, they were exactly right!
I had a few animations placed on objects that I had decided not to use, yet had not deleted. The frame 1 keyframe of these animations was set to 0 - resulting in the effect described above.
Simply deleting the animations (since I am not using them) fixed the issue!

I can't accept it for 2 days, but I for sure will then!


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Blender won't detect GPUs (GTX 690 MultiGPU) after a crash
When I was rendering in Blender 2.77 with many hair particles, the screen went black and recovered only to display this message:

Since this, whenever I go to cycles renderer, I see that it doesn't find my GPUs. I went to RE-ADD both GPUs in user preferences and there's no CUDA option.

I do have the latest Nvidia drivers installed and this option existed before which worked fine up until the crash. I have tried restarting (lol) and reinstalling the same version with no luck.
Any help with this?

@cegaton " I have tried restarting (lol) and reinstalling the same version with no luck."                                                                                I have tried rebooting but I will Re-Install my drivers now.

I voted to close this question because it appears to be a bug report, and thus, out of scope of the site.

One thing you could check is if the cards are operating in sli mode for some reason. They should not for cycles.

@aliasguru I disabled SLI mode on my card and restarted blender but to no avail. Thank you for helping though.

@brasshat
Thanks, I just went to check on how to report a bug to blender and I found this : "We can only support the Blender binaries as have been distributed on blender.org. First thing to test is therefore always if official releases have the error. And if there's an error, test it with at least one older official release to verify. This can reveil problems with your graphics drivers for example, it's not likely that big errors are there for many releases!"     -- - - -- - -  So i'll give this a shot to revert any problems.

Nope, that didn't work either.


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How to do the invert of an inset?
I want to do the invert of an Inset: extruding new faces around an edge loop with the same distance everywhere like this image (in blue the new faces that i want to create):


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How can i flip the Y axis of a normal map in the Blender Render texture tab?
I have flipped the Y axis of a normal map to make it compatible with Unreal 4 but when i want to see how it looks in the Blender Render viewport the lighting is inverted. Is there an option to flip it in the viewport?

Invert the Y/green channel with RGB Curves

An easier way to fix it is to go to UV/Image Editor, select the normal texture, then Image, invert, flip green channel, save the image.


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What is the python script for the Rip tool
What is the python script to do a rip tool (V key) without moving the components after separating the components.

could you provide your .blend file with your script? Also add screenshots showing the problem.

Run the below script
Select an edge
Hit the spacebar and write "Rip Edge" as shown below

import bpy
bl_info = {
    "name": "Rip Edge",
    "category": "Edit",
}

class EdgeRip(bpy.types.Operator):
    """Rip Edge"""
    bl_idname = "edit.ripedge"
    bl_label = "Rip Edge"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        bpy.ops.mesh.rip('INVOKE_DEFAULT')
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

It doesn't work.

I have just copy/pasted your script with import bpy on top in the text editor and run the script after selecting an edge. Does it work for you?

It won't work that way, you need to put it in an operator and call this operator

@DanylBekhoucha answer updated.

Thank you for your script but i want a minimal code to integrate inside my current script.

Well, I don't know your current script, but this is the line doing what you want bpy.ops.mesh.rip('INVOKE_DEFAULT')

if i use this command the script doesn't compile.

@DanylBekhoucha Could you please accept and upvote the answer if it was helpful?

Hi, it's upvoted already but not marked as solved because i want to use one line to integrate in my current script and the one you given doesn't compile.

@DanylBekhoucha you are still facing the same problem? If so, you can share your whole script and I'll have a look

I will redo my script and use the rip tools to detach meshes based on sharp edges, refill faces and create bevel to generate stylized assets in one click for "Blender Game Tools" ( https://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation&p=3133941&viewfull=1#post3133941 ). But for know this simple script doesn't compile after selecting an edge:
import bpy
bpy.ops.mesh.rip('INVOKE_DEFAULT')


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How can i fix subdivision surface + bevel modifier issue with modifiers
I am wondering if it's possible to get rid of artefacts after using a bevel and subdivision surface automatically by using modifiers.
I get those artefacts:

Try meshing your object like this:

See how are the edges/faces here?
Is a little bit different.


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Procedural wood bark displacement shader
I am trying the generate a procedural wood bark with the displacement material slot (in object texture coordinate).
I got this result:

It's still far from the effect i am trying to create, here is the result i want to get:

It must be generated on a cylinder with a radius of 30 cm to be close to a tree.

So what specifically is your question?