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Advice on Boolean Application with Follow-On UV Mapping
Introduction
I have a ring upon which I would like to carve (etch) lines in, as if it was a metal ring and I etched some lines in it.  I started by generating the primary ring and then used a series of torus's to make an object, let's call that the template, that I could subtract from the primary ring to represent my cuts.
Problem
When I subtract the template from the primary ring (using the Carve algorithm via the built-in boolean modifier), I get cuts like I wanted with two exceptions:

There are no continuous loop cuts around the ring anymore that I can use to aid me in selecting the faces necessary for my UV mapping.
A small portion of the template somehow survived.

In the end I want to be able to select all of the outward faces which cover the majority of the ring latitudes (want to avoid the edges).  This was trivial before the boolean was applied because there were well defined and well-behaved edge loops built in and I could use the great blender selection tools to get the desired faces.  After the boolean cut, there are no edge loops which go around the object to help me select all the outward facing edges (including the faces inside the cuts).
Question

How can I fix the geometry to make it easier to select all of the faces that I want?
Why did the boolean cut leave part of the cutting template in just one spot?

Attempts Prior to Asking Question
Before I posted this question, I did try a few things which ultimately did not fix the issue.  One of the most promising attempts was to use the knife projection in ortho mode from the back view using a rectangle which covered the latitudes of the ring I was interested in.  Unfortunately, this resulted in new edges which did not connect at the edge of the cuts (which put me back at square 1).  Is this a bug in the knife projection tool?  Seems to me that the technique should have worked and the projected edges should be connected all of the way around.
Follow-up Images
Primary Ring With Template Visible

Primary Ring Post Boolean

Close-up of Loop Cut Edges Not Lining Up

Close-up of Unwanted Remaining Template

Blend File

System Configuration
Hardware : Macbook Pro (Mid 2013)
Blender Version : 2.79 (sub 0), branch: master, commit date: 2017-09-11 10:43, hash: 5bd8ac9, type: Release
OSX Version : 10.13.1

This has been asked multiple times before, search this site. Just don't use Booleans at all, it will only lead to issues down the road. Use proper topology instead.

Thanks for the pointer.  I have been working to get a similar effect using just mesh tools alone.


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Boolean Modifier difference operation not working
I am trying to create a room using blender.
I am following this tutorial:
https://www.youtube.com/watch?v=Or9bMxAuICc
I am trying to make this image:
https://www.artstation.com/artwork/AdEr5
Ok, so to make windows, i try the boolean modifier.i add a cube, place it in the place of window. i add a boolean modifier to the walls of the room.Then,I set the operation to difference and selected the cube. Next the cube starts clipping.
like this:

I moved the cube to another layer but it seemed that it did not go:

although the cube was on another layer:

I went out of the room and there i found a hole but it wasn't cutting through the wall (P.S. I do not have a solidify modifier on the room)
It was like this:

I investigated more and i found that the cuefdged theroomwith I really don"t know how to say it but here it is:

I have tried everything with the normals. Flipped them inside as well as outside. Recalculated them. Applied the scale. Nothing works.
Please help I'm stuck. This has never happened before.
I am also including the .blend file.

soory i couldnt add the blend file

You can add your .blend file by using https://blend-exchange.giantcowfilms.com/

One and half year later ....
First issue - "Clipping" from your first image - viewport glittering of overlapping two coplanar faces. On that place is face of original cube and newly generated face in the wall by modifier.
Modifier takes cube only as a reference for operation, so you have to hide cube manually to see Boolean result (like you did it by moving into another layer, or you can uncheck visibility in Outlines Editor.
For the second issue - difference cube from outside, but not inside ... you need to set some thickness to the wall.
From blender view, you are like in a volume of the cube (room). You can noticed that by display face Normal orientation. They are faced to outside, that is outer side of object for blender. To get a hole by Boolean modifier you need also for interiér generate faces with normal faced into interier.
Simple way (but depends on your model) is to add Solidify modifier before Boolean operation.

The native Boolean modifier does a lot of mistakes and makes bad topology really often.
I suggest you to get the "BoolTool" Addon (User preferences > Add-ons > BoolTool) and try with it by the menu Object > BoolTool Operator. (You can use the shortcut Ctrl+shift+B as well.
I always use this add-on for Boolean now and it looks to works better than the native one..

No. man it didn't work.It stayed as it was

@amby if I'm right BoolTool is great, but it use the blenders Boolean math. It's just more user friendly for automated operations

source: Stack Exchange

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

sort: votes


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Procedural Textures Distorted
I was wondering what caused this weird texture distortion.
Every time I try to add noise or distortion using procedural textures, this happens

Before distortion it looks like this

I want something like this

Please help

could you please share your file? https://blend-exchange.giantcowfilms.com/

That disturbance looks an awful lot like checker or 1x1 brick textures are mixed in somehow. They both treat generated and object coordinates like that background I see through the distorted wave. Can you expand the Base Color Wave Texture on the right, please?

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


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Rendered mode option missing in user interface
The rendered mode option us missing in my user interface. So far, I only get these options: object mode, edit mode, sculpt mode, vertex paint, weight paint, texture paint, but no rendered mode!
This whenever I am in render, game engine or cycles, whith whatever environment (game logic, default, and so on).
I have reseted my user interface to factory settings already, but it didn't help.
I suppose there is an option in the user preferences panel, but I haven't found anything yet.
I use the 2.77a release.
here are screenshots of thr issue :

Thank you in advance !

Could it be that you choosed Blender Game engine? There won't be Rendered shading. Choose Cycles or Blender Internal, it should be present. Then try pressing Shift+Z as well while in viewport.  Make sure to download Blender from official resource as well (blender.org).

Indeed! I was in BGE. I also thought there was a rendered mode in the first menu, which I reckon it was probably false. Anyway, thank you both for your answers!

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


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How to hide a mesh on render, but keep hiding polygon it was hiding?
I'm using blender to render sprites for a game.
I have a character mesh, and a T-Shirt mesh, rendered with a transparent background.

I want to render the T-Shirt without the character, disabling the character I get this:

How to make the polygons that were hidden by the character transparent?

Related and for cycles

Set the pass index of the shirt to 1 (material tab>settings>pass index). Enable material index for the render layer (render layers tab>passes>material index). Go into the compositor (top bar where it says default, change it to compositing). Select use nodes and set up this node setup:
For the top image input on the Alpha Over node set A: to 0.

Thank you very much for this detailed answer, that's exactly what I'm looking for

I'm trying to make the same operation as described here... All is fine, the only problem I'm having is that I can't get rid of the white background.

@Outandil See https://blender.stackexchange.com/q/1303/12

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


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Outputting an STL file that contains multiple objects for import into Blender
[NOTE: I originally asked this question on the 3D Printing forum but it seems that it would be more approriate here. Perhaps a moderator would like to move the original question here?
Also: there is no STL tag, but I don´t have enough reputation to create one.]

I want to print a object that looks like a flat board with a set of matchbox-like lumps on top of it.
I have written a script that outputs an STL file. To keep the script simple, it creates an object that includes non-manifold edges. To be precise, the board and the boxes are a single model, but each has 6 faces made from 2 triangles. The underside of each matchbox rests on the top of the larger flat board.
If I understand correctly, the top face of the board should be broken up into many smaller triangles to take into account the position of the matchboxes, but coding this by hand (although it might be an interesting Exercise For The Reader) would not be a good use of time, since well-written code that already does this is built into Blender.
However, Blender cannot merge or fuse shapes that are part of the same object. My current understanding is that I will need to:

Provide Blender with multiple objects
Select all the objects
Use Ctrl-J to merge them
Export the world in STL format

Is this a valid approach?
If so, my key question is: how do I format the STL file so that Blender will recognize that it contains multiple separate objects?
(I have found references to STL files containing multiple objects, but I have seen nothing in any of the STL files that I have examined that tells me: here is the end of one object and the beginning of another.)
Or should I just be clunky and export two STL files — one for the board and one for all the matchboxes — and then import both into Blender?

NOTE: I know that there are free services like Netfabb that will correct my simple files for me, but I would prefer not to include that in my workflow if possible.

if your STL is imported as a single object which has multiple indipendent meshes (not connected) you can import the single object, then easily separate each mesh in its own object, then use multi-obect tools as desired... if they are connected, you need to tell blender which part of the connected mesh is an object of its own, then separate it, repeat. See this to learn how to separate: https://docs.blender.org/manual/en/dev/modeling/meshes/editing/vertices.html#separate

Aha! Thank you! This sounds like a good path to follow. However, I am a complete beginner to Blender: could I ask you to explain how to "easily separate each mesh into its own object"?

about method one, you need to enter edit mode, select all vertices, then press "P > by loose parts" (see this https://blender.stackexchange.com/questions/18793/multiple-flames-from-one-mesh) while if they are connected, you need to enter edit mode, select all vertices or faces that need to be a separate object, then press "P > selection"

Ah. There will be lots of loose parts and therefore lots of fiddly manual selection of vertices. This is something that I will have to do many times, as I refine the shape of the model. I was hoping for a workflow that is as automated as possible. Thanks for teaching me something new!


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I need help animating multiple rigid body hinge joints
I need to animate a hinge mechanism with multiple other dynamic hinge joints following in sequence to the original.

I have no problem animating the first hinge mechanism.

However, when I add more hinge constraints to the original mesh,
the animation breaks apart like so.

Things I have tried:
Altering rigid body collision settings.
Altering the angle of the empty containing the rigid body relationship.
Altering the parent relationships amongst the objects involved.
Files
MULTI_HINGE OBJECT
https://drive.google.com/open?id=10gEugUDgIC-xrCC2Y8tFyysSu2gT5tV2
SINGLE HINGE OBJECT
https://drive.google.com/open?id=12kYQTq2pDsGzSlwUroCrDcyR8KYgqJQS
Any insight would be appreciated. Thank you

You have a cube in the first layer that is bouncing off the physics of the arm. Delete that cube and you'll be fine.


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Having trouble linking file
Hello I seem to have lost my mesh data upon appending the file. The materials work and load correctly but the model itself is only a box now. I can view and edit the original model fine in the original file but linking or appending the file only leads to a box mesh. The other objects in scene come over correctly... or at least they used to.
I also don't know what happened to the scale, considering I did not change the grid I would have thought they would end up the same size. I had recently applied scale changes to the model and fear by applying the set scale I have corrupted the model.
Is there anything that can be done or what I be better off starting over? I will note that exporting luckily has the model export correctly and at the right scale, though I don't know how to reapply blender materials... As they don't come over with the same materials in a fbx format.
....
It appears if I merely duplicate my board in the original file it imports correctly, does anyone have an idea as to why? I have a second question, is it possible to unlock it so I can rotate it in scene? Linking and appending won't do much good if my models are frozen in place. :/ I suppose I can probably just duplicate the linked files duplicate and use that...
Though I still would like to know the correct way to deal with linking and appending files instead of duplicating things until I'm able to get them to work correctly because with a lot of files this could become very troublesome.

For library linking use groups. Let's I show an example:
In library file select all part in your object and press Ctrl+G. And in side T-menu or in F6 set name of the group:

In main scene file add group to the scene. It's like adding object, but you select "group" instead of "object".
After this you will get an empty object with duplication of linked group, that you can move, rotate and scale as a regular object:

And also you will get this instance in add menu:


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Space planes evenly in an oval
I have an oval and a couples of a planes I want to distribute with the same distance between them.
The oval is like this:

The planes like this:

So I tried already a lot of things. At first I started with cubes using arrays but they deformed. So I use the array and curve modifier to put planes into the oval and then parent the cubes. And that solved the problem of deformation but as I get closer of the X axis (X=0) the planes/cubes/whatever gets closer between each other compared to the near section of Y=0.
Example:

The idea is to copy this structure all around the oval (the distances between the exterior vertices are 3.10m):

(Yes, the first image got more planes at the base because I need them for references)

Dupliframes may be a good way for you here
First, ensure that the origin of your object is placed at the point of the object's mesh which you wish to lie on the curve. To make things easier, align your object so that, untransformed, the local axis you wish to follow the curve is on world Y. (You can change this later, but it's nice not to have to.)
On the plane (or tower) Object Properties > Duplication > check 'Frames'
On the curve, Curve Data > check 'Path animation' and the number of duplicates required in 'Frames', and check 'Follow' if you want the orientation of the duplicates to be tangential to the curve.
Be careful to apply any Object Mode scaling you may have  put on your curve.
Having parented the object to the curve 'Clear its Origin' (AltO, (letter'O')) You can do this at any time, to bring the object's and its duplicates' origins to lie on the curve).
If you need to correct the rotation of the master and its duplicates, with the pivot point set to 'Individual Origins',  rotate the master object around its own pivot point.

I'm confident the object centers are parametrically evenly spaced on the curve - (the tool gives a constant speed in animation) .. but there is a difference in spacing if you use the straight-line approximations to the curve, since, near Y=0 the straight line 'cuts the corner' more than near X=0.

I don´t know how to put images in a comment, but this is what happens to me when I do dupliframes.
https://imgur.com/a/aIBmpmd
(The first one is without follow, the other 2 with follow. I don´t care about that they are moving to one side because I can move them later to their position y suppose)

@user56193 It is confusing, at first, agreed. I've expanded my answer a little more.

I recorded a little video to show what I am doing and what I get. (The last modification is the Alt + O) https://mega.nz/#!KxQC1AZJ!e1v_NmrxcTwE_VQVDAEcJLYC7xd83NChDRe21OeemRA

I've looked at every way I can, but the only way I can reproduce your kind of distortion is to have un-applied non-uniform scaling on the curve.   After making your ellipse to your satisfaction, (preferably using scaling in edit mode, not object mode, so the scaling is in the mesh, not part of the object transform)  hit Ctrl-A and apply  scale, anyway. I find it easier to tweak my dupli's pivot and orientation at the world origin. The pivot will be moved to the curve by the parenting and Alt-O, taking the mesh with it. Apply the tower's scale, too. The  Alt-O is on the  child, not the parent.

Ok, the scaling was one of the problems. Now it seems a little better, but still with new problems. Now I´m having this (this first one is without alt+O): https://imgur.com/a/J4sjlOV Is there a way to give an array modifier to the tower so I can give the space between them as i want, and then curve the lines of towers without losing that distance? Is the only way I found to create that distance for now. (If after the array i give a curve modifier they deform a lot)

The problem with these examples is that the pivot point of the tower is offset from where you want its rotational  / even-interval center to be. Every point of the duplicated objects can not be evenly spaced; only the points lying on the curve can be. The red tower in this image has its origin at its geometric center, the blue one is offset. If you need your towers' centers to be evenly spaced on a larger curve, you will have to make a larger curve. And it will have to be offset, not scaled, from your existing curve.

Well, thanks for all the help, but seeing that it was imposible to doing on automatic I kind of found a way to do it. I duplicated the tower and aligned all the inners parts of the duplicates to the circle. Then I measure the distance I wanted between the outer verts with a few problems in the middle but I got it. https://imgur.com/RNQrhKE.png I got the big problem in X=0 but I think is pretty ok for me as a newbie in Blender.

Animation Nodes can be used where the Evaluate Spline Node with the Uniform Sampling option can be used to return equidistant points.

Then a plane can be replicated along those splines.

If you want them to be aligned, compute their rotation based on the tangent vector and construct matrices from that and the locations.

Your structure can now be instanced along those planes using DupliFaces or any other method. Alternatively, we can instance the structure and position it directly (Which is more computationally expensive and should be avoided).

Use an array modifier - with an object offset.
To start, place the tower on the outer circle and add an empty positioned at the same place as your tower. You can use snapping to align them.

Add an array modifier to your tower
Set the count to the number of towers you want
Disable relative offset
Enable object offset
Set the offset object to the empty you have in place

With the pivot centre set to 3D cursor, which needs to be at the centre of the circle, select the empty and rotate it. Use some math to work out the angle you want - eg. 12 towers evenly spaced around the circle is 360/12 or 30 degrees, so RZ30 will spread them evenly.

But i need to do it in an oval as shown in the first post. That would only work on a circle, wouldn´t it?

Thanks both for the amazings fast answers, but i couldn´t resolve the problem.
Dupliframes made the exact same things as before, it does not rotate the object and near X = 0 it repeats a lot more than near Y = 0.
So I try that animation nodes, and imagine if I´m new to blender what it seemed to me. But I copied the exact same thing as the images and nothing happens. After I do all and go to dupliframes it works as if i did nothing with the animation nodes. The closer I get is to getting some sort of divided planes sometimes in position, sometimes at the 3D cursor position.
What I did was: copy tha animation nodes, with the compose matrix, selecting the curve in the evaluate spine and the object in the output. Then I parent them and applied dupliframes. Then I activated the orange button of mesh in the animation nodes and I get, for all the duplicated of the object, a little 9x9 plane.

I've expanded my answer .. are you looking for even spacing in the straight-line approximation to the curve (even sides to a polygon), rather than even spacing on the curve itself?


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How do I change Z offset in Blender 2.8?
I'm trying to get an object to show up in front of another. Where is the Z offset, and am I able to keyframe the value?

Im sorry, could you make your question more clear?

I want to be able to have an object appear in front of another, like the old X-ray feature you could use in the viewport, without using more than one collection. I've hear you can do this using Z offset, but I've never found anything explaining where Z offset is in the endless menus, or how to use it.

Could you please edit the extra details commented under answer below, including image, video link, and blend file  into question.

You have 3 options;

Make whatever is in front of the object semi-transparent.
Render the object, then render what is in front of it (each perhaps on their own render layer), then composite the two renders in the compositer.
Move the object closer to the camera than the object that is obscuring it.

As far as I know, there is no "z-offset" setting for an object in blender.
Edit for followup comments
Given your example, I've come up with the following proof of concept;

I have attached the .blend file;

Explanation
First, forgive my model, it was a quick mock-up. By the time you sent your blend, I was almost ready to post :)
So, what I've done here is created a series of spheres, nested inside each other;

Then, I flipped them inside out (so to speak - I've actually just flipped the normal of all the faces by going into edit mode, selecting everything, searching for "flip normals", and clicking that option). This allows you to see all the spheres, despite being inside each other.
Note: This should be visible by default in Material Preview and Render modes, but if you want to see it in Solid mode, you'll need to turn on backface culling specifically for that mode;

Now, as for the shading, I set up the following node structure;

Effectively, what this does is flat shades the object (so you don't have the odd, inverted, shaded spheres).
To note, this is a default ColorRamp;

I only wanted the one color (no shading, no variation), so I completely deleted the first slider. Then I changed the color to the desired value.

Thank you, I'll try 2 as it seems like it'll do what I'm trying to achieve.

It doesn't work. If it did work, it probably wouldn't be able to be keyframed.

As in, at one point it's hidden, and at another point it's not? And then perhaps re-hidden? It may be worth while for you to explain your end goal in less general terms.

Pictures say a thousand words, so I'll use those instead. If you look at the engines, when they're viewed from the rear, the particles go behind one another. If Z offset works like I think it does, then I think that every object in the scene should just have an increasingly lower Z offset the closer they are to the camera, then the particles get the 3 lowest Z offset values the closer they are to the engine so that only the engine particles appear in front of each other without breaking the scene. https://imgur.com/a/6ODfoSQ

I feel like the term "particles" is at issue here. Particle systems in Blender are a very specific thing, which I don't see in use here. Do you mean the output of the engines? Further, do you mean that from whatever angle you see the engine output, you'd like it to look like successively larger circles, from the inside out, decreasing in brightness (as in your first image)?

Let's look at that I'm trying to recreate: https://youtu.be/GzEj4Gq7fT4     The engine exhaust doesn't break when looked at from the rear, but that's what happens to me. Perhaps I'm using a method to recreate the visuals that doesn't work very well?

Here's the .blend file: https://www.dropbox.com/s/xjeakt9jvdu2vir/FEII.blend?dl=0

Ah ha, exactly as I thought. I've already been working on an example, stand by...

Updated answer with basics, writing up explanation...

Updated answer will full write up so you can reproduce this later, outside of my file

Can also scale faces by -1 in edit mode to flip normals.

Thank you so much!

No problem :) If this is the method you choose to employ, please select it as the Accepted Answer ✔

batFINGER: Yes, that's a way. I normally (HA) don't like to suggest it, because you'll get different results depending on whether you are in Object or Edit mode (and whether or not you apply the transformation)


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Sharp subsurf corners on a curved plane?
I am having trouble closing up this surface. Rings don't appear to be applicable and creases only get rid of the smoothing.

The edge which goes from the corner to the center should be creased as well.

attach the file http://blend-exchange.giantcowfilms.com/ here to get detail answer


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Applying transforms automatically before I export an FBX?
I'm currently working on a game project using MonoGame, and I have been using Blender as my "level editor" in a way:

Now, in that image, you can see I use the same bush and tree model multiple times. Unfortunately, each of those is a different mesh separate inside the same object, instead of all being linked dubplicates of an object. The reason for this, is because when I export a .fbx, all my transforms (position, rotation and scale) get cleared, so I'm left with all my objects in the middle of the stage at 0,0,0.
Is there any way to have it so that when I export, Blender temporarily applies position+rotation+scale to each object. It would really save me a lot of time in editing if I could just move objects around instead of vertices as  I am now.
Thanks in advance for any help on this matter!
EDIT: More info:

At the moment, the way that currently works is like so [1.] (I've selected one object). Note how the origin of the object is at 0,0,0, but its vertices are offset to where I want them to be.
If I were to separate them like I want them, and have the origin be in a useful location relative to the mesh [2.]
Then when I load the FBX into my game, this happens (the position of the objects doesn't get exported, so they go to 0,0,0) [3.]
EDIT: I found out that there was nothing wrong with Blender's .fbx exporter. I could get the transform of each object by using: ModelMesh.ParentBone.Transform

I found out the answer: there was no issue with Blender's .fbx exporter. I could get the transform of each object by using MonoGame/XNA's: ModelMesh.ParentBone.Transform

They should be separate objects. Right now, by your explanation, blender sees it as one mesh.

different mesh separate inside the same object

They are not different mesh. Blender sees it as one mesh when grouped as object.
In edit mode, select one plane at a time and hit P. Choose selection option. Now it's a separate object you can apply loc,rot,scale to.

Thanks, but that doesn't really work. Sorry, I should have explained myself better (I'm not that good with terminology). Please see my original post (I've edited it for more details).

Ok, let me see if I understood. In object mode, all three planes are one object correct? And it has the origin of 0,0,0 correct?

At the moment, yes. I CAN seperate each individual bush/tree/etc. into their own seperate objects, BUT, when I export, they still need to each have 0,0,0 as their origin, regardless of their position. The thing is, I'd rather let the object position dictate where they are, rather than the mesh position (because that way it's much easier to duplicate and modify them. If I duplicate them now, I'd still need to move the vertices around (in order to keep the origin at 0,0,0), which would affect all the other duplicates too).


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Is it possible to write a script which opens Blender's existing FBX exporter window?
I'm wondering if there's a way to programmatically open Blender (2.79)'s FBX exporter UI with Python script.
Basically, what I'm trying to make is a script which, when ran:

Modifies all the UVs for each selected mesh.
Opens the existing FBX exporter and allows the user to export the modified mesh.
Once the user closes the FBX exporter window, for the mesh to revert back to its original state prior to running the script.

I know there's a way to export FBX in script using bpy.ops.export_scene.fbx, but I was wondering if it was possible to open the UI's FBX exporter instead.
Thank you so much in advance!

Use bpy.ops.export_scene.fbx('INVOKE_DEFAULT').
More info about "Execution Contexts": https://docs.blender.org/api/2.79/bpy.ops.html?highlight=invoke#execution-context
I'm not sure what the best way to run something after the operator is complete is though. Maybe try: Running code after a modal operator finished its job

Ooh thanks! The 'INVOKE_DEFAULT' did exactly what I wanted! I'll look into the post modal operator execution this weekend and report my findings.

Hm... I tried your suggestion of running things after the modal operator, but what happened was it would fire directly after the export_scene.fbx (so basically, the UI to export the FBX appears, and then the next step (which needs to happen after the user exports) fires while they're still typing in a filename).
Basically what I wanted was for my temporary dupes to get removed after they were exported. I'm not so good with Blender Python, so my "quick fix" for the meantime is to just make any temporary dupes get placed in a different layer.


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Toon material present some kind of deformation, jagged, spike noise

Please take a look at the images and tell me if there are any way to have a perfect transition between colors and get rid of that noise marked in the last image.
There is a way to make that plane receive the sphere shadow with the plane's darker color (dark pink)? The way it is now, the sphere has no projected shadow.

(I created the plane's material the same way I created the sphere, but with just two color instead of four)

could you add a foto in edit mode?

Since I'm new here, I can add just two images... https://drive.google.com/open?id=0BwPbYi5oecLWUWo2SEEwT3RPQUk

Sorry then. We may assume your mesh does not have any irregularities at this spot? Does the same error occur from different angles, and at the same spot on the surface? Or at the same point in your rendered image (a bit below the top point)?

Is just a simple UV Sphere with modifier subdivision set to 3. I think that noise is related to the light angle. https://drive.google.com/open?id=0BwPbYi5oecLWajd4MnhRcEJxWGM https://drive.google.com/open?id=0BwPbYi5oecLWOHhPX2l6Vk5GWVE

Another exemple moving the light https://drive.google.com/open?id=0BwPbYi5oecLWanEwMXAzTGNKM2M https://drive.google.com/open?id=0BwPbYi5oecLWRkQwOUNBTUMyZDg

I believe it's the pole of the UV Sphere (where all the lines join at a single point) and it is affecting the smooth shading. Try replacing it with an Icosphere which should not have the same problem as each face will be better proportioned and similarly sized (rather than having long thin triangles).

You probably have some wrinkles at the pole of the UV Sphere. This may help you to solve it: http://blender.stackexchange.com/questions/70810/how-to-avoid-the-wrinkle-at-the-poles-of-the-uv-sphere

I'm giving up. I'll try another way to create this toon visual. I follow the suggestions from Rich Sedman and Paul Gonet: https://drive.google.com/open?id=0BwPbYi5oecLWSUhfaFRqdmJsUnM

@FernandoRosa For the icosphere in your example, is that set to Smooth Shading? It looks like flat shading to me. Click Smooth and see if that helps.

@Rick Sedman you are right, it isn't set to smooth. Thank you.

The problem is caused by the geometry at the pole of the UV Sphere interacting with the Smooth Shading to produce artifacts in the generated Normal as described in this question and its associated answers : How to avoid the wrinkle at the poles of the UV sphere?
The UV Sphere consists of edges formed from the Latitudinal lines (those around the sphere) and the Longitudinal lines (those going north to south). The Longitudinal lines all converge at the poles and this creates a number of long thin triangle faces as shown :

The problem is that slight inaccuracies in the smooth shading of each adjacent face is resulting in noticeable artifacts in your toon shader.
You can avoid this problem by changing the geometry to avoid such long thin triangular faces. The attached answers provide some methods of achieving this but an alternative is to use an Ico Sphere in place of a UV Sphere.
The geometry of an Ico Sphere is made up by subdividing an Icosahedron (a 20-sided regular mesh) such that each face is an equilateral triangle. As there is no 'pole' to provide difficult geometry you should no longer get the issue.
Once you have created the Ico Sphere you can adjust the number of sub-divisions to determine the level of detail.

Setting the mesh to Smooth Shading should produce a consistently smooth sphere.
For the shadows you could simply use the Shadow output of the existing Lamp Data node as the factor to a MixRGB node set to Multiply by a light grey (vary the intensity of this grey to affect the density of the shadow) as shown :


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Logic bricks for scene objects
I am trying to make the sensors and actuators work in the script with scene objects but they only work with the main object, how can i make them work with scene objects on the script?

Please include information about the objects, your logic editor and scripts that you are using in whatever are you doing.

Just for info: There is no "main" object. Python code gets executed by the "current controller". A controller is owned by an object (often referred as owner). A controller is connected to several sensors and actuators. Each sensor and each actuator is owned by an object (not necessarily the same object as the owner of the others). This is fixed as you can't change that while the game is running. But what the sensors detect is not fixed. This is recalculated at each single frame and can be read from the sensor e.g. via hitObjectLists().

Logic bricks are attached to a single object. You can use message actuators and sensors to get an object to respond to another objects sensor.
Using a python controller it is possible to access other objects in the scene.
# Loop through all other objects in the scene
sce = bge.logic.getCurrentScene()
print("Scene Objects:", sce.name)
for ob in sce.objects:
    print("   ", ob.name, ob.worldPosition)

Sorry for the late response, thx you so much for this :)


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Particles Pattern Control
i am trying to get that particle pattern, its making a half circle orientation depending on where it is, how i could acheve this without making a lot of particle systems with different direction, like using a function to describe the particles orientation?

You can use image based textures to control particle properties like length and density


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Blender game engine data extract
i am trying to connect Blender game engine to a PLC(programable logic controller) so i can control a robot with blender game engine, i dont know where to start to take de bge data outside of blender, get the object rotation/speed/scale and variables data outside of blender to connect it to matlab or the python console in windows, where should i look?, what i need to learn to do this data extraction, i know how to use python scripting inside bge already, i just need to know how to begin extracting data outside of blender.

You could print the coordinates of the model inside BGE every 10ms by using an infinite loop with timers (https://stackoverflow.com/questions/510348/how-can-i-make-a-time-delay-in-python). This question is similar: https://blender.stackexchange.com/questions/116059/multiple-modal-timers-running-continuously-without-the-delay

You have to comunicate to your plc by a python socket (import socket) and stripe whatever you are sending from your local port (arduino) or the local port on you have the plc.


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Straight rotation on non straight Axis

Hello, i have this model that i am trying to program on BGE, as you can see in the first gif the claw is rotating correctly on Y axis, but when i move the sphere  to a non 90 degree angle on the z axis the claw rotate very weird(i know that is intended to do that due to how the program handles the space), how i can make it rotate straight on the Y Axis like  the first gif even when its not in a 90 degree on Z axis?.
PD: Sorry for my English, i am from Chile South America

Just hit the axis key twice instead of once. This will make it rotate in local instead of world space.
(P.S.:  Your English is perfectly fine. Also, just as a helpful tip—if you need an exact rotation, you can always type numbers instead of dragging the mouse.)

Not working :/ , i want it to rotate exactly as the first gift, if i am in 45º in Z axis, is still rotating weirdly in the y or x axis, i want to make it rotate like if i were on 0 º on the Z axis, straight claw up and down

Whoops, gave wrong directions. Hit the axis key twice, not the R key. (Updating answer now.)

OH its working :D, thank you so much, another small thing, how i can define it on the script to rotate on local instead of world space?

obj.applyRotation(Vector,local=True) api reference


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Particles higher than geometry
i am having this issue, some particles are getting buried in the geometry and you can see only the tip of the object, is there a way to cast the particles a little bit higher than the geometry volume?

Please show your particle with origin in edit mode.

The Simple way ... the Origin
The placement of the particle uses the origin of the particle.  In edit mode move the mesh vertices away from the origin.  You can easily experiment which axis works best for your situation.
X or Y or Z
The origin of the mesh need not lie anywhere near the center of mass of the mesh.
For example a sphere particle may have its origin twice the distance of the diameter ... or in the geometric center.   A tree form particle probably would have its origin at the base of the trunk ... not in the geometric center.

I just realized that, i was trying things and then changed the origin of the object and worked. thx for the information :)


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Texture or colour only on the displacement vector
i have this node setup acting as the displacement, what i would like to do is add a texture or a colour only where the displacement is being added on the object, i would like to make molten like cracks but i cant find the way to apply that colour only on the cracks

You can just add in a mix node, another principled shader and a color ramp.

Create a 2nd principled shader (this will be your lava).
Connect it with a mix shader, use a color ramp and have your displacement nodes connect to it.
Then on your color ramp adjust the flags to your liking.

oh this is gold, thanks a lot pal, i was trying to make a mix color of 2 textures and use the displace node setup as the fac input, that didnt work but this works like a charm <3


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Rotation Matrix
i am having a hard time trying to dechiper how blender game engine allocate the rotation values on the rotation Matrix, this website describes the values like this.
But when i print the rotation matrix on the console it give me weird positions
That value 0.766 should be on the first column first row where the 1.0 value is, that value should describe the rotation on x. Plz halp :c.

You rotated the object around the X-axis. In other words it is a rotation on the YZ-plane.
The projection on the X-axis (rotation axis) will remain unchanged, regardless how much you turn the object. It was (0,0,0) and is still (0,0,0).
Hint: the rotation axis does not change.
The rotation is a 2D-rotation on the YZ-plane. Here you can see the formulas you might remember from school:
$$x = \sin(\alpha)$$
$$y = \cos(\alpha)$$
As we have a plane, we can use a 2D rotation matrix:
$$\begin{bmatrix}
\cos(\alpha) & -\sin(\alpha)\\
\sin(\alpha) & \cos(\alpha)
\end{bmatrix}
\begin{bmatrix}
y\\
z\\
\end{bmatrix}$$
One component is y the other is z.

Sorry, i figured out this like a week ago, yes that was my bad xD, i need to rotate around z axis. Thx a lot :)


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Blender Python Advanced Panel in 3d Space
Have you got any ideas on how to achieve this kind of interface that pops up at the 3d space?
This image is from the archipack addon.

I've read the script and the panel itself is found on the 3d space UI and wondering how he created this type of panel with layout design and interactive buttons inside the panel.

You have to draw the interface yourself in a modal operator. See the modal operator template in the text editor, and use the bgl module to do the drawing.

Archipack's sample may be overkill, as it does override regular preset_loader operator and hide bgl logic behind an abstraction layer.
archipack_presets.py and archipack_gl.py
You may take a look at asset flinger implementation.
Asset flinger github repo
As a side note, bgl module is currently not supported in 2.8 series and a complete rewrite is planed, so this api is likely to change.


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Camera stops immediately
First of all I do not want to do anything with pathing simply because I am still super new to Blender. I am doing it the simple way where I keyframe my camera in blender so I get point A to point B. However, once my camera reaches point B the position of the camera stops immediately and doesn't slow down right before it reaches point B. Making it look unprofessional. Any way I can do this without using the pathing tool of any sort. Thanks for the help!

WOW...Thanks guys I really appreciate it! Good luck on your projects!


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weird reflection on rendered images/videos
so like the title says, every time a render something and the object reflects the light, that light spot on the objet looks like really bad. i uploaded an image , the object has no modifiers. its only a plane with glass bsdf  so you can understand what is my problem. thanks for any help

What are you using for a lamp? Point? Spot? Area? Plane with emission material?

any kind of lightsource does the same. spot, lamp, hdr, anything that reflects from it makes this bad looking reflection when rendered

Please upload your blend file to http://blend-exchange.giantcowfilms.com and edit the question to paste the link so others can inspect your setup and try and spot the problem.


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IK Bone setup , pole bones targets the bone wrong direction
Hey guys I have imported a character from CC and I tried to add IK bones. After added the pole bones I have a issue something like that . I feel like it cause of bone rotations but I could not fix that.
Thanks for any help.
Here is blend file : Download

You need to bend the elbow a bit so that Blender knows in what direction the arm is supposed to bend.

It works but it causes another problems for example I add the copy rotation constraint to arm bones for rotating the hand smoothly . Its goes crazy

not sure what you mean, maybe re-upload the file with this new setup


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How to make rope animations without physics

Hey guys, I have a animation from mixamo and want to combine it rope which I created but I have no clue how to do it. I made all rope animations tutorialbased physic but I think collision problem appears with hands always tried with many different settings and its really hard to simulate. Thanks for your help guys

maybe use a curve modifier for your rope and hook some of the curve vertices so that you can animate it?

Is it for a game or video?  I don't use the physics engine for rope emulation, rather the method @Moonboots suggested and without too much difficulty once you get the hang of it. Can elaborate if you're interested.


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Equal delays between animations
I have modeled a vessel which carries tons of weight I want to make a kind of building animation for the vessel all the parts drop from top smootly and sequent do you have ideas how to make it.

Start with each piece as a different object, that is each piece which you want to fall into place at a different time. In edit mode press P and choose loose parts or selection to break larger objects into smaller pieces.
Go to the end of the animation and insert a keyframe for the location of each piece. A to select all, then I->Location. now go back to the beginning of the animation and move everything up so that it is out of the camera view. Insert another keyframe, I->Location.
Now that everything is falling at the same time, go into the dopesheet and stagger the start and end times for each piece.

While it might have a learning curve to start, you may also want to consider using animation nodes.

Thanks for your help :) , but I need something like propotional edit in dopesheet I have 280 object and make those animation in a sequnce manually too hard


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Only scale selected bone's mesh scale
I'm new at Blender
As you can see on the image I want to scale only selected bone mesh but they scale all which are connected.

Select the next bone in the chain after the one you want to scale. Then go to the properties panel and go to the bone tab. Near the bottom there will be a 'Relations' heading. Under that heading there will be a checkbox for 'Inherit Scale'. Uncheck that and you should be good to go.


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How to change inflow velocity attributes randomly while animation
Hey I'm new at blender physics. I want to make a fluid animation,  made some tutorials about fluid but need to change velocity attribute randomly during the animation. Thanks for you helps

You can do this with F-Curves

Insert keyframe for inflow (press I hovering over the attribute).
Open Graph editor.
Add the F-Curve Modifier: Noise (Shift+Ctrl+M).

Or a little more complicated with a Driver

Add a Driver to the Attribute (Ctrl+D hovering over the attribute ‣ Add Driver ‣ Manualy Create Later)
Open Graph editor
Go to Drivers Mode
Select the Curve of the Attribute you want to Animate
Go to Drivers Tab in Toolshelf
Set the Driver to noise.random()


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Which render engine should I use for export to Unity
I am new at blender and want to make realistic models, animations for Unity but could`not figure out which render engine should I work on blender.

Rendering or image synthesis is the automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model

(see Wikipedia)
This implies generating an Image, which will be a projection of your model to a 2-dimensional space. Anyway, as long as you are not programming a sprite-based game, I don't think what you want to have is an image of your model, but a model to be rendered within the game.
For that purpose rendering in Blender is completely irrelevant and hence is the rendering engine.
Sidenote: If you are asking which rendering engine to use with Blender for photorealistic modeling in general, please drop the Unity from your question.

Actually, in Blender, the Engine that you choose has an impact on work flow as well. I would suggest using the Blender Render engine. In my experience it uses materials and textures more close to what Unity uses. Cycles seems to be designed to only use nodes and I've found that to be far less useful for Unity workflow.


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Blender rigify character animation to Unity looks so weird
I have used rigify for rig my character and make some animations to use in my games. But in unity they looks so weird. Searched questions about this issue, and I have tried some solutions like change export settings, bake actions, roll bones in edit bone etc. nothing solved my problem. Thanks for any help.

You have probably "scaled" some of the bones. This happens when you use the squash/stretch features of the Rigify rig. Scaling often cannot be correctly baked and exported to other applications.
One solution is to remove squash/stretch from your animation. Just make sure that the bones are never over-extended during the motion. For legs/arms there is also a Rigify slider that turns stretching off. But the spine for example is "stretchy" by default and you have to be careful not to stretch or squash it.
So my suggestion is to remove all stretching from your animations and test again. If things look good in Unity, then it was indeed the stretching that caused the problem.
If you want squash/stretch there are a few ways to achieve it. I explain why the problem happens in the first place and show a few solutions in this video. (1 hour long but it may be worth it if you're new to working with Game engines)
https://www.youtube.com/watch?v=1Xm1h700uhk

This video really helped my too much. If anyone wonder Arigify addon solved my problem thank you very much


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How to rotate all Collection's hierarchy in the Transform Panel in 2.80?
so I want to rotate all objects on one of my Collection (say 90-degree on the x-axis)... while I can do so manually through the Rotating tool...it's hard to get the exact 90-degree value and too much time consuming.
So, I tried to just select the Collection or selected all the objects I want to rotate and try to rotate it through the Transform panel where I can just write 90 on the x-axis like you would on Maya or C4D... but the problem is that Blender won't let me do that, it just automatically select a sing;e object on all my selected objects or Collection and only rotate that single object.
So my question is, is there a way I can rotate multiple objects or all the objects under 1 Collection via Transform like in Maya or C4D?
I mean, it's so intuitive when you think about it, idk why Blender haven't implemented this already... it's just weird, you know?...that or it could be that I just couldn't figure out the "correct" way to go about it... if so then I apologize.

Just to be sure that there isn't a misunderstanding: Selecting several objects and then using R + X (to rotate around the x-axis) followed by typing 90, should rotate all objects by 90 degrees. If you want them to rotate around their individual origin instead of the median point of all selected objects, you can change the pivot point in the dropdown. https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/control/pivot_point/index.html

Oh wow, that actually do the trick, I didn't know you can just type a number after R+X... Thanks a bunch... I tried Ctrl+P to parent it then rotate it as a single object but sometime that new parent just take on a weird angle so eventhough I tried to rotate it by 90-degree, it ended up in a weird position... Anyway, thanks again.


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Thick extrude along edges
I'm fairly new to Blender.  I am trying to inset the roof on the top of this building...the roof is below the top of the walls. As you can see from the picture, the wall is higher than the roof with a thick border along the edge. What I need is a kind of "create inner edge (or cut) along the border" at the same distance from my existing border all the way around so I can keep the wall height and lower the plane of the roof down where it should be. Can someone tell me how to do this?

Try to use the inset tool. "I" key to inset. During the operation, look at the options in the bottom bar. Whilst done, you can set the exact wanted distance in the operator panel.

Wish I could upvote your answer.  I obviously have some learning to do.  Thanks.

http://blender.stackexchange.com/questions/4834/how-to-inset-a-face or http://blender.stackexchange.com/questions/66246/how-to-offset-the-edges


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BlenderGIS: import Georeference Raster onto Delaunay Mesh
I have two files.  One is an elevation in points (SHP file), the other is a photo GeoTIFF.  Both the elevation SHP and the photo TIF have the same exact projection and the same exact geographic coordinates in EPSG:3857 WGS84.  I import the shape file and then turn it into a Delaunay Mesh.  Looks great.  I then try to import the Geotiff as a Georeference Raster onto it and I get "cannot reproj raster."  Is there some way to do this?

From studying the code I found here, I found out that the CRS in Blender for the elevation didn't match the CRS I was importing...probably my mistake when I imported it.  I fixed that...the image then imported, but it imported on the bottom of the elevation instead of on top.  I'm trying to import it on the mesh so there must be something in the code that's selecting that face...or I'm doing something else wrong.


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How can I make transparant objects with a png texture
I'm new to Blender, and I have imported a file with a number of vertical planes on which I have put a transparant tree texture, see picture. The planes are intersecting and I have put a png with alpha channel on it However, whatever I try in the material editor, the I can't make the polygons transparanet so that only the tree image is shown. I must oversee something obvious, but does anybody have any idea on how to fix that?

change your viewport shading to textured.

(This answer is for Blender Render, not Cycles, as you seem to have that renderer enabled in your screenshot).
First, on the texture settings panel, look for "Influence" and put a checkmark on "Alpha":

Then, back on the material settings panel, put a checkmark on "Transparency".
Finally, and this is a key step, set "Alpha" to zero here on the material transparency panel.  Think of this as a kind of minimum alpha for the material: The provided texture can make it more opaque, not less.

The results should work in the Material and Rendered viewport shading modes, and if you've selected the same image as the active image in the UV editor, it can work in the "Textured" viewport mode as well.


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How do I rotate in edit mode?
Is there a way to rotate an object a specific number of degrees if you are in edit mode? When I am in edit mode, I can't find a tool to rotate.
Is there maybe a feature I have to turn on? I just started working with Blender.

Press Rand enter the desired rotation value. In Edit Mode there are no "objects", so there can't be a rotation property panel

In Edit mode, select all vertices using A, then hit R, (and possibly X or Y or Z to lock the rotation axis - if you hit it twice, it will lock to to local instead of the global axis) and the number of degrees you want to rotate.


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Area Lights disappearing when rendering image
I'm quite new to blender and I was following a tutorial by Blender Guru on youtube. Everything looked alright in the render viewport but when I rendered the image, I discovered that some of my area lights disappeared. Not all my area lights, but the main light did. I tried delete the light and re-add it, but it's still the same problem: its only viewable in the the viewport and gone when I render.
Screenshots of viewport and render is attached.
Any advice will be greatly appreaciated!
Image in viewport

Image when rendered

The 2 marked ones are the missing lights, the yellow is my main light source

I would check to make sure all your layers you want are selected at the bottom. I would also check that the camera icon in the outliner is on (next to your lights) so it renders and then I would check your layers tab (next to the render tab) to make sure everything looks ok there.

if you want to upload your blend file I can take a look http://blend-exchange.giantcowfilms.com/

Thank you so much, I found the missing lights were off in the  outliner.

It is not easy without the scene of Blender, but I try to guess the problem, which I think can be solved by checking the outliner at the top left, looks, if the camera is active for rendering that light.

Yes thank you, this was what I was missing. My lights were off in the outliner.

I had a similar problem and it took some time before I found the issue.
My area lights did not show anywhere, no matter which viewport/render visibilities and light power values I used.
My area light had an x-value of 0, so basically the light only defines a line which apparently can't emit light.
So make sure that your area light values define a 2-dimensional area and not only a line or point.


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baking fluids, then exporting/re-importing as shape keys, or object meshes?
Recently found out apparently I have to "bake" an animation that uses fluids, before I can actually render it. However, I need to have the 'baked' fluids built into the blender file, but it doesn't seem to be a way to do that (I am using version 2.79).
Google searching/etc/etc - some people seem to give a 'hint' as to a workaround - which somehow involves exporting the fluid animation into something called shape keys for the vertices of the fluid animation - OR - exporting each frame as a new mesh object, then re-importing it - and then rendering that. However, since it is just a 'hint' - I don't exactly get how I would do that (and I've tried various things).
How would I accomplish this? I am including a very basic blender example file where I have a domain for the fluid, and then smoke fluid on a cube mesh.
Thanks very much!

For fluids, look into alembic Caches. You can export your simulation as. abc sequence and import them with a geometry cache modifyer on a proxy object (a cube for example).

Thanks - I actually was - but don't "get" how to do that (in some ways I am still very new to blender). Could you please provide a step by step example? I see the .abc export sequence in the file->export, but don't get exactly what/how I am supposed to export. Using the example .blend file I have, could you help me? Thanks very much!

pps, been trying to play around with this, and still can't figure it out. I bake the fluid dynamics, select the cube, export to .abc, then I add another cube to the scene, select it, select the modifer (mesh cache sequence modifier - since mesh cache only seems to accept .mdd or .pc2 files),  - so I use the mesh cache sequence modifer, but if I click 'apply', I get an error saying "Modifier is disabled. Skipping Apply", so assuming that doesn't work)... any ideas on how to get it to work? thanks!

You only need to export the fluid sim if you want to use it outside of blender. You can automate the fluid bake with python, once it is baked blender will use the cached sim data when rendering.

thanks. I figured it out. none of the answers really answered what I needed to do, but I figured it out on my own.

@user6262902 care to share the technique?


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how to transfer animation from a No-IK animated rig to an IK-constrained rig with similar bones
I have old fbx file with animations. I imported the skeleton and added IK and constrains. I wanted to copy the animation data from the old fbx to the new RIG but when I use the Non linear animation(NLA) actions to copy the animations from the old fbx file, it does reflect and it seems that the New IK constrains are preventing it to pose correctly. Any idea how to solve this? I am fairly new but I appreciate any advise and tips! H
Thanks! I love the new Blender 2.8

How is the old animations created? What you should do is to export the animation from the old controllers and not the baked animation. Reverse the an IK solution from a FK is not always possible and usually not precise.

let's say the original files are long gone and only the fbx remain

Then I would say it will be easier to do a proper rig and recreate the animations, possibly using the old armature and animation as template. Reversing IK from FK is little bit like unbreaking a glass.


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Eevee spot light volumetric lighting not starting or stopping at right location
I'm trying to have a spot light in a dark room with volumetric lighting in Eevee. The trouble is the cone of light starts past where it should and stops before it should. Below is the first example. The cone of light should reach all the way to the circle where the spot light is hitting the wall, but it stops early despite the cone of principled volume continuing past the wall.

And here is the second example. When turned around and looking back at the spot light the volumetric light doesn't begin at the spot light, it starts far in front of the light. The cone of light should be coming out of the lit up circle I added but there is a gap. I've tried adjusting the clip start of the light and other settings but nothing seems to work, any help would be greatly appreciated, thanks.

I wonder if it's not a limitation of Eevee's volumetrics

Is it necessary to operate at such a huge dimension? Almost 0.5 km ...
It always brings a lot of visual artefacts.
Here whole scene scaled down to 0.1 (for simplicity parented all to Empty and scaled).

Volumetric > Tile Size 4 px, Samples 16
Also your volume cube is in negative scale ... any reason for that?
BTW - Cone object is not needed, you can use Diffuse and Volumetric at the same material ...
Result is the same.

Thanks so much! I hadn't realized the scale was so huge, and the volume cube negative scale was also a mistake. Very much appreciated :D

Edited with more details ...


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Mixamo missing a parent or master bone
I downloaded an animation from mixamo and made a repeating action of the walk cycle. But I can't find a master bone or parent bone to move the model along a path. It is just walking in place. When I try to add a new bone, parent it to the rest of the bones, and key frame it to move forward it deforms the animation. How do I add or find the master bone so I can keyframe its location and make the model actually walk forward. I've linked to the blender file I'm working on. Thanks for the help in advance for this newbie question!
https://www.dropbox.com/s/cog8matnnie6lg9/MixamoTest.blend?dl=0

You can easily find in the outliner which bone is the highest in the hierarchy. It is the Hips. But if you want to make it move you better animate the whole armature in object mode instead of moving the root bone far away from the object's origin.

Thanks to FFeller for leading me to the answer. I should have shown in my original post what happens when I try to animate the armature in object mode. I included below a link to a video showing what happens. The model should be moving in a straight line but it keeps jumping backwards and repeating.
I noticed there were already key frames on the armature, even though it wasn't moving. So I tried just making an empty the parent of the armature and animating the empty instead and now it works. I feel like a bonehead
Video of key framed armature


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Second Paint Slot Not Showing Details in Texture Mode
Hoping someone can help!
I'm quite new to blender, so I apologize if my terminology isn't quite accurate.
I'm working on a character model.
I'm using blender render.
I've just finished unwrapping everything, and have laid down a base color layer in my paint slots. This all worked fine.
I've added a second Paint slot and turned the alpha down to zero, essentially using this one as the "detail" painting. But nothing I do on this second layer can be seen in my viewport.
I'm in texture mode. I have a Hemi light in my scene. I'm following Darrin Lile's tutorial:
https://www.youtube.com/watch?v=yHTakjMTVWQ
I don't understand what I'm doing wrong. Any suggestions?
See Screenshot below

Is your 0 alpha image set as the active slot in the Slots tab?What is the mix mode of that texture slot/image texture?

It was active so that wasn't the problem, but your question made me find the solution! Apparently the order of the paint slots in the texture tab matters, I didn't realize I'd done it backwards. Switched them around and all works good now

Changing around the order of the paint slots in the texture tab is what solved my problem. I had them backwards. I put my base layer at the top, and my detail layer 2nd and it's working fine now!


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Can't move Objects just a little bit
When I want to move sth or to scale an object, I can't move it just a little bit, it jumps to certain positions and I don't know why...

It sounds as if you've got Snap set to Increment... uncheck this button

During transformations:
Invert the Snap button's state by holding Ctrl
Gear down transformations, either in the numerical field, or in the 3D view, by holding Shift.


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How to use 3d LUT for strips in the video sequential editor?
How to use 3d LUT for strips in the video sequential editor?
I know that there is no such function. But I think it's possible to create an addon. How can this be done? I do not know the blender api well, so I will be grateful for the help.


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How can I report a problem when I can't get Blender (2.79b) to even open?
I recently installed Appleseed and the Blenderseed add-on to Blender 2.79b on my Macbook Pro.
The first time I tried to use the new renderer Blender froze and since then will not even open.
I've tried re-installing, re-downloading and installing a new copy and copying a working version of 2.79b from my Mac Pro to my laptop. None of this made any difference. 2.78 has the same issue but 2.76 and 2.80 will both run.
Any ideas for how to fix this?

Your title says you can't open blender, but the body of the question says that it froze. Can you clarify if Blender will open but freezes when you try to render or whether it won't even open. Also, previous to installing Appleseed, have you been able to use blender without these issues?

Blender was working fine before I tried Appleseed. Now all I see is the icon bouncing in the dock for a while, then nothing. Command-Option-Escape shows 'Blender (not responding)'

Did you erase user preferences and any files left after uninstalling 2.78-2.79? (usually in user's folder)

Can't find any preferences for appleseed or blender in user's folder or anywhere else for that matter.

You need to erase folder in /Users/Username/Library/Application Support/Blender in your mac


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How to add holes to an extruded path object - I wish to modle a filmstrip
I plan to animate a filmstrip (growing and curling around itself), using the path or bezier tool. BUT how could I get the sprocket holes as well; is there a system where you can extrude and add a regular set of boolean holes for example? Thanks in advance.

Wow! Thanks you very much for this detailed explanation.

Start with a flat plane (film strip) and make an array of perforations (using a couple arrays) to punch holes in the plane. I have used academy 4 perf per frame here. I start with a box outside of the film plane, so that I know where it would appear o the previous film frame.

Then we array the plane, which has holes in it, and fit that to a curve. Make sure that all of the objects have their Origin Cleared at the centre (Alt-C).

BEWARE! Down't rotate the curve in the normal Z direction (up) as this will cause the film strip to pinch along the side which it would not do.

EDIT: Bonus material using a UV unwrap.

I would just use a cylinder to cut holes in a single film strip, and then use the array modifier to multiply that piece of film in a line. I don't know if this is what you're looking for, but hopefully it works.


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How do you make the camera's field of view bigger, so it can see more
On blender, I am trying to render something. However, the camera is too small? Somebody help!!

Change the resolution in the render panel

You need to change the resolution of your render.

Click on the camera icon in the propery menu.
Change the X & Y value in the tab Dimension.


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wierd/whacky blender animations
OKay, it's taken me I think about 12 hours of getting really upset until I finally "kind" of figured something out. Wondering if someone can give me an insight as to why this is happening, and an easier workaround.
If I have a file that I've done transformations on (i.e., simple subdivision modifier, then animating a collision between two bodies) - and I skip around from frame to frame to preview... If I try 'rendering' a random frame - it is 100% 'whacky' (like the object will be totally distorted, etc). It's like it needs to start from frame 0, and manually calculate all the way up to say frame 300 to figure out what it 'should' look like.
But if I "manually" step through the ENTIRE project, from frame 0, to 1, to 2, etc, etc, etc... then frame 300 will look proper.
a) Is there a way of baking ALL the physics, etc prior to tranformation? I couldn't seem to find anything like that (other than 'some' physics allow baking, i.e., smoke simulations in domains). The collission/soft body doesn't seem to have any bake, at least that I could find.
b) Anything else I need to know so I render files properly without glitches?
Thanks very much!


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blender 2.79 - not all particles rendering correctly, blender bug? or something else?
I am making a star system, by using a star based off a plane (various custom coloring nodes), and then populating a particle system using that star, - but I am getting some weird rendering.
If it was an error with the nodes - I figure it would happen for all the stars. But it just seems to be happening for some, and is consistent. (I.e., I can render the same image over & over with the same error, and/or animate it - and it renders the exact same star 'wrong').
I am wondering if I have something with cycles renderer not set correctly, or something else?
Any insight as to why this is happening?
Here is an image example of what I am getting, thanks in advance]1

Two things, z-fighting or alpha clipping probably. Need a little more info exactly what this is first.

What do you mean/what info do you need? Do you mean what it is a picture of?
a) Basically - I have a plane that I am using for the background/various shaders to give it a 'cloudy' effect
b) Then, I create another plane and play around with various nodes to make it into a 'star' shape
c) Then, I create a particle system (basically so I can animate it) - using the star as the basis.
When I render it in blender - it gives me these strange artifacts on the stars. In the first image, it should not have that 'noise', and in the second, it shouldn't have that 'square'. Does that help?

Yes, I think so. Are all these objects on the same level or are they at different heights on the Z axis?

The particle system is in a cube (so I can volume animate it). So yes - the 'stars' are at different heights on the z-axis

Strange thing - I just found if I changed my "Random size" of the objects in the particle system to 0, I don't get these strange artificats. (the question isn't 'exactly' solved - because I still want random star sizes). Any idea why that would effect it? Because the "star" is simply a plane with nodes to make it look like a star (as opposed to say an actual 'star' image) - so it's all "math" - so doesn't make sense... any ideas?


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strange horizontal artifacts when using a fluid sim and an object within the fluid
Okay. Super wierd.
I have a text object that I converted to a mesh, make it a fluid object and a cube as the domain.
I now get this wierd horizontal line when trying to render the simulation (bake the domain). ANY idea what could be causing this and how to fix it?
It randomly does it on some frames. Some frames it does not appear, others it just randomly plops in.
a) Can't find any recaculate normals button (even if in edit mode) for my text object (which I converted to a mesh), so can't do that.
b) Tried decimating it - thought it worked, it didn't.
c) No clue what else to do.
Any tips? Thanks!
Here's a picture

Try to set your collision mesh threshold if any, I remember from another software package that if the collision threshold is set too small a number physics calculation may give such a result...

as far as I can tell, blender does not have anything like that for their fluid sim... any other ideas? It just seems to happen on the left side...

Yes it does, Rigid Body Collisions >> Sensitivity >> Collsion Margin? It looks like it. I am quite sure such a variable is really important for physics simulation. Attaching the problematic mesh would help other help you resolve the issue you may have ... faster.


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how to remove block effect from bump node with textures
I am trying to add a bumpiness to a texture on a sphere, but when rendering at close zoomed in proximities, it looks pixelated/blocky.
I've tried modifying the subdivision of the sphere to 6 (render), tried smoothing faces/recaculating normals, etc - but no matter what I do, it still gives me this 'blocky' look. I've tried using an input texture into the bump node, as well as simply using the bump node itself, but still get the same thing.
Any idea on how to fix this? Here is an image:

Any idea how to fix that? Also - I am using a couple different light sources. Thanks!

This looks like tiling artifacts from the JPEG compression - is it a JPG you're using, rather than, say, a PNG? Can you provide your bump input texture?

This looks to be artifacts caused by JPEG or other image compression. JPEG achieves its compression (grossly simplified) by splitting the image into a series of small squares and using transforms to effectively 're-use' squares which are very similar. This is fine for images since the slight innaccuracies are not normally visible to the person viewing the image - but for bump maps and other uses can result in regular artifacts such as this.
Use an image format that doesn't use 'lossy' compression methods - and preferably one that uses a higher bit depth (generally 16-bit should be a minimum).

First thing is you have your image texture set to 'color', that should be 'non color' data. plus looking at your image it looks too low res, you need a 16bit image to make good bump maps.

hi, the image is zoomed in (because I use the camera to zoom in) - when I get 'up & close' it does this. I was actually using a bump map of 2000x2000 pixels. Setting it to non color doesn't really help, it does the same thing. Any other ideas? Thanks!


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Text not appearing on Blender Render

So I'm doing this very basic animation here, but I'm facing a problem.
I have these numbers that I placed onto my project, but even though they appear on my screen (and on my live rendered viewport), they are not rendered at the final project. I'm using the default blender renderer, don't know if that is a problem.

How my screen is right now

How my render looks

Are you using the same material for the triangle and the text?

No, I'm usig different materials because I want the numbers to change colors during the animation,

But even if I use the same materials, the numbers don't appear.

Possibly they're on a different layer that has rendering disabled.

Apparently everything is in the same layer, I tried to convert the text to mesh, solidify it... But nothing works.

In the outliner you can enable viewport and render visibility, I expect the render visibility is off. This may help.

The reason why text doesn't show up is because greese pencil doesn't render behind other object.
Just enable Z Pass and your good to go.

Does your answer is about Blender 2.72, as the question ? I don't see any grease pencil object.

And what does it mean "just enable z pass and your good to go"? That doesn't sound related to the issue nor to the beginning of your answer.

The same thing happened to me.
I tried different ways to render an animation and finally found a way to solve this problem in Blender 2.8. Go to View > Viewport Render Animation.
In this way you can solve it.

Thats only a have answer because the Viewport Render isn't really the same as the final F12 render so It works but isn't optimal (sorry if I offend enybody. I just wanted to not hat but this worker und is at least a way to get it going :))


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BGE Switching between scenes
I have two scenes which i want to switch between when a collide sensor is activated. If i use a 'remove scene'+ 'add scene' the first scene cannot be returned to. If i use a 'suspend scene' + 'set scene' the first scene cannot be returned to. If i use a 'suspend scene' + 'add scene over lay' the transition works but you are still able to see the first scene behind the second...
Is there any way of getting around this? New to blender, sorry if it is really simple!
Thanks

What you want to do is simple, just create a button that will "set scene" to return to your desired scene.
For your fixed button GUI instead of Add Overlay or Background Scene,
Select the object goto Object > Make links > Object to Scene, select the scene you want to link to, and it will appear there automatically.
To change the function of the "linked objects" , make a Single User

You can never "return" to a scene. Either the scene is present or it is not.
Scene switching
You can switch from scene A to scene B. This means the scene A is gone. It is gone for ever and will not come back. You can switch to another scene A that is created from the same sources (blend file). This new A scene will look equal to the old scene A but is a complete new scene. Any changes of the old scene A will not be considered unless you apply it to the new scene A too.
You can't "return". But you can make it look like a "return".
This is typically used on save/load. This is much more extreme than your situation. Not only the scenes are gone, the complete game session is gone.
The goal is the same, after loading it should look like the game continued where it was saved (sort of time travel).
Unfortunately storing and restoring the status of each single object within a scene is complicated and you need Python to do that for your. Details are too much for this question and should be asked separately.
Multiple scenes
You can have multiple scenes at the same time. This is useful when working with HUD, Menus etc..
All these scenes will be rendered. The order depends on how you add the scenes. Typically you start with one scene. You can add an overlay scene (rendered before the scene that add it) or you add a background scene (rendered after the scene that add it).
A background scene will only be seen at pixels that would show the background of the overlay scene. This means an overlay scene might completely cover the background scene.
You can use this to your advantage.
A) cover the background scene completely
B) let the camera of the background scene show empty space
Scene suspending
Suspending a scene means the animation, logic and physics of that scene is not performed anymore.
It will still be rendered!
Suspending can be used in conjunction with multiple scenes, to stop the logic  on the "hidden" scene.


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How do you make an animated mist / smoke with lights that go through it and interact with it?
I want to do a small patch of mist or smoke, and have lights go through it and light it up, in an animation.
I've seen the mist option directly in the interface, but as far I know it creates mist that doesn't interact with light.
I've seen the volumetric scattering in the compositor, which give great results, but you can only apply it to the entire scene to the best of my knowledge. I want it to be in particular area.
How would you go about that?
Here's an example :

http://il5.picdn.net/shutterstock/videos/15120553/thumb/1.jpg
You see the different lights affect the smoke / mist just like in real life, and some of the light goes through it.

Could you provide some screenshots/video samples? What renderer you want to use for this?

I edited my question to add a picture, and I want to use cycle render.

Do you want static background lights or animated mesh lights flying trough the smoke?

The lights will move and animate

Ok, I'll make an answer in couple of minutes with animated mesh lights.

Did you managed to make trough my answer?

Yes that's exactly the effect I was looking for. I will have to go through it this weekend  to reproduce the effect, thanks a lot!

Final result:

First thoughts:
This is pretty complex setup and very demanding for the hardware. It's made using Cycles. You should have some knowledge in such fields as:

creating smoke,
setting up materials,
render layers,
basic compositing.

Final result is made with low settings.
Scene setup:
First of all we need to setup up our scene.

Crank up Volume Light Paths. I've used 4. Higher values gives you better light scattering trough smoke. This step is essential for the whole thing.

Make Environment color black, or whatever you need in your case.

Object setup:
In my scene I've used two Ngon filled Circles, one for the light, and second for the Smoke Flow. One Empty for Force Field. Cube for Smoke Domain.

Light:
Small Circle behind Smoke Domain with Emission shader. It could be Sphere or anything else.
This is node setup I've used for it:

Smoke Flow:
Again it's Circle, and again you can use different object. If you for example want to have really dense smoke, you can use Sphere for it.
Note 1: Remember to turn off view and render of this mesh in Outliner or assign to it Transparent Shader!
Set Temp Diff. really low to keep smoke in place. In this case it's 0.01.
Note 2: Denser smoke will need higher Volume Light Paths and/or smaller smoke material density (we will get to it).

Smoke Domain:
This is two step process.
1. Smoke Domain setup:
Nothing special here. Only Noise Method is worth mentioning, lower setting will give you smoother smoke.

2. Smoke Domain material:
This is almost default material after using Quick Smoke, with addition of Brightness/Contrast node, which gives us harder and wither feel. Also default density value is decreased (this is connected to Smoke Flow Note 1 from above).

Force Field:
To make some smoke movement I've used Force Field > Turbulence. I like to stop smoke flow then move it by a force in such cases. Force field is assigned to an Empty.

Render Layers and Composite:
To make some light blur and streaks you will need to move light emitter to another layer.
In this case I've moved my light mesh to second layer and kept other object on first layer then made two Render Layers. First Smoke, which is rendering first layer, and second - Light which is rendering second layer.

After final rendering, go to Composite nodes and make this setup. This is just blurred out light with streaks and gamma correction of smoke and light.

Final thoughts:
As I said at the beginning, this isn't easy if you're new to Blender. You can find any information related to techniques used here or you can just ask me and I will extend this as needed.
You need to have in mind that values used in this particular setup will vary in any other. Things like density, emission strength, smoke resolution, volume light paths etc. could be much different then these.
Check my blend file. Load it, check it, quick rewrite it.
Blend file:

Edit:
You need to use for this filmic-blender. You should always use it.

@Natasha post your result by editing your question and we will see what's wrong.

Just did, as you can see it's getting there but not there yet.

@Natasha please upload file to: http://blend-exchange.giantcowfilms.com/ it's hard to tell what it could be just from screenshot.

@Natasha ok, I think I know what's the problem, are you using Filmic Blender for Color Management? If not - you should. I have used it in this case and forget to mention it as it is somewhat must have for any photo realism approach.


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The texure of the rendered model looks different than in the viewport
In my model, I I textured everything and it looks great

But when I render it, it looks like this

(I cleared all the other materials to see if that would fix)
The roof texture looks really weird now and I would like to know if there was some way to make the texture version show instead of the material version?

Generally you will have to set up materials in order to see UV images in the render, because for the rendering engine more parameters than the image and its mapping are needed. Create basic materials, assign the textures to them and use the UV map in the texture panel. This way it should be close to what you see in the texture view.


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Rotation throws object out of collision box blender game engine
Whenever I create a rotating condition in my game, my mesh gets thrown out of the collision box and sort of orbits the box which causes it to look very odd and not function. Any Ideas how I can fix this?

PIC 1 (Croc not rotated at all, stays in collision box)
PIC 2 (Croc rotated a small amount, flies out)

What type of physics have the crorc and the box? can u show the configuration, your question doesn't show as much information needed.

Mostlikely you have an inhomogene scaling at one of the parent objects.
I suggest to apply ctrl+a Scale to ensure it is (1,1,1) at all parents.


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how to customize a blender file?
Can anyone guide me on where to look (ideally with some examples) how to programatically customize a blender file?
Specifically, for simplicity - I want to do this.
Programatically:
a) Add a text object
b) Rotate it 90 degrees on the x plane
c) Convert it to a mesh
d) "Center" the mesh it (so somehow figure out the text object width, and centers on origin)
e) Add a basic animation (keyframes)
Thanks!


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Not all polygons are reflecting the environmental texture, ideas?
I've been for the life of me trying to figure this out, but can't seem to figure it out.
I want to make something that looks similar to this:
So, This is what I've done.
a) Gone into cycles, created a mesh, subdivided it (i.e., 10x), did a bit of fractal geometry (i.e., 0.25), and so I get a wavy mesh
b) I then apply a glossy shader, add an environmental HDRI image texture
and the problem is, I get something that looks like this:

It's not "bad" - but not all the surfaces are reflected. "Some" of the surfaces are properly reflected (the environmental world map) - but other polygons are just SOLID colors.
Any idea how to "fix" the solid colors and make them properly reflect too? I've tried adding other planes to reflect against, but it doesn't seem I can get them all to have a reflected surface.
Thanks!

Mostly likely you need to smooth all the faces, some materials works with the geometry, like reflections or refractions. Then to get the desired shape and highlights, I would inset all the faces individually (I+I hotkey) to get the desired hard edges.
If you want you can bevel the edges but you will get some artifacts depending on your topology. And that black edge on top can be another material, give enough subdivisions, you can select the corner faces and apply a darker material, will look really close to what you want.

Hope it helps,


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Can't install pip due to PermissionError on Windows 8.1
New to Blender. Experienced with Python 2.7.
I am trying to install pip in my Blender Python implementation. I am attempting to do this by following the instructions in How to use PIP with Blender's bundled Python? - Answer, which links to Install pip.
I followed those instructions, and it seemed to be going well, but I got a PermissionError. I switched from doing it cmd.exe to PowerShell, but encountered the same problem.
Question
What do I need to do to get past the PermissionError?
Here is the full output from the command execution, including the exception message:
PS C:\Users\Paul Schrum> cd "C:\Program Files\Blender Foundation\Blender\2.79\python\lib"
PS C:\Program Files\Blender Foundation\Blender\2.79\python\lib> ..\bin\python D:\SourceModules\get-pip.py
Collecting pip
  Using cached pip-9.0.1-py2.py3-none-any.whl
Collecting setuptools
  Using cached setuptools-38.4.0-py2.py3-none-any.whl
Collecting wheel
  Using cached wheel-0.30.0-py2.py3-none-any.whl
Installing collected packages: pip, setuptools, wheel
Exception:
Traceback (most recent call last):
  File     "C:\Users\name\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\basecommand.py", line 215, in main
status = self.run(options, args)
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\commands\install.py", line 342, in run
prefix=options.prefix_path,
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\req\req_set.py", line 784, in install
**kwargs
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\req\req_install.py", line 851, in install
self.move_wheel_files(self.source_dir, root=root, prefix=prefix)
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\req\req_install.py", line 1064, in move_wheel_files

isolated=self.isolated,
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\wheel.py", line 345, in move_wheel_files
clobber(source, lib_dir, True)
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\wheel.py", line 316, in clobber
ensure_dir(destdir)
  File "C:\Users\PAULSC~1\AppData\Local\Temp\tmp185kt8q9\pip.zip\pip\utils\__init__.py", line 83, in ensure_dir
os.makedirs(path)
  File "C:\Program Files\Blender Foundation\Blender\2.79\python\lib\os.py", line 241, in makedirs
mkdir(name, mode)
PermissionError: [WinError 5] Access is denied: 'C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\Lib\\site

-packages\pip'

I'm voting to close this question as off-topic because it's not about Blender, but about an operating system issue...

were you running the cmd with administrator rights?

m.arito, can you give me a chance. How am I supposed to know it is an os issue? It has only happened to me while working with Blender. Voting to close it is saying I didn't understand the answer to my question well enough before I asked it.

David, I thought I was, but I was mistaken at the time.  My best solution (see my own answer, below) turned out to be to reinstall Blender at a different location. I needed it out of C:\Program Files\ anyway for other reasons. Doing this eliminated the administrator privileges issue.

On Windows 7, I go to the start menu, type cmd, when cmd.exe pops up, I right-click that and choose 'Run as administrator'. This solves the permission errors. Here's a guide for how to do it on Windows 8.1, see method 1.

Away from this forum, a colleague suggested I reinstall Blender to a location other than C:\Program Files.
I tried his suggestion, and it works fine.
Problem resolved.


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Rendering high poly to low poly normals. UV are out of bounds
I have a high poly mesh that I'm trying to render the normals to a low poly mesh material. I'm not sure what I'm doing wrong. When I bake the high poly normals to low poly the UVs are not right. I guess the easiest way to explain is with some screen shots.
For this simple test I duplicated the low poly, added the sub div modifier, added additional edge loops to sharpen edges etc. Here's the high res model.
Here's the low res model

Here's the high res model

What you're seeing is due to the Margin setting found in the Bake panel. Basically it causes the color to extend a set distance past the UV island boundaries. So your actual bake should have turned out fine. I think the purpose of the Margin setting is to ensure that the UV islands never extend past the baked texture.

The reason for margins is for mip-mapping, a technique used to reduce sampling artifacts that means that the values used for any particular texel are actually a box of values, a box whose boundary can extend outside the official UV.  Here, there is a potential for issues for Byron because the margin doesn't wrap around (assuming the normal map would be called on wrap mode anyways).  But it would be easy to fix by adjusting the UV map.  These pieces could be rotated so that they did not meet the 0/1 Uv edges.


text:
how to combine two passes in the compositor and get this result in proper way
I'm trying to get this result in the compositor but it gives me that ugly aliasing, I don't know what is the proper way to combine them.
blend file
thanks

Hi and welcome! What do you would like to combine and why?

Not all the render passes are antialiased, why do you need that particular pass?

i am using color dodge to make a mask to separate glossy indirect, i need only glossy indirect on the floor to get my sphere and reflecction with a white background

i think my problem is using dodge color to separate glossy indirect, i need to convert glossy indirect in a mask, maybe converting black parts of the glossy pass in alpha


text:
Startup Black Screen?
I just installed Blender and I'm new to all this.
When I open up Blender I see a black screen, like the command prompt app on Windows, and I was wondering how to get into Blender?

Then if I click on a space, as if I were selecting it, it goes to white:

Alfie, I wonder if you are being just a little impatient. When Blender first starts, the first thing one sees is a console window, and after a short time (the exact length of the short time seems to depend upon the hardware upon which Blender is installed, and depend further upon what other applications are running), Blender itself begins in a second window. I'd try again, and wait a little longer.

I have left it a few hours, re-opened it many times and still just a black screen. @brasshat

This looks like a graphics issue. What is your graphics card and system specs? Do you have any drivers installed? Are they up to date? Your computer may not be powerful enough to run blender

I have the same problem. I have been able to use blender for hours, and then later once I try to start it this happens. The black window never goes away and on my machine it is impossible to close the window, so it stays up until next reboot. Only solution I have found so far is to uninstall blender, and reinstall it. That worked for me. Unfortunately now the black window is back again. So reinstall is at best a temporary solution.

What Blender version are you using? Is it the official release from Blender.org?

This doesn't look like a graphics issue; this is only the console window that Python makes when starting programs. It looks like it might be a Python-related issue. Try different versions of Python if possible, perform reinstalls (of Blender and Python), and check compatibility.

Well, I just ran the compatibility Troubleshooter and it worked

Hello :). I'm voting to close this question as off-topic, because it's either a System Related Issue or a bug in Blender. You can use This little guide to see whether it's a Bug that should be reported.


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Incorrect local axis (or something) when importing FBX motion capture
I would like to make a few adjustments to a motion capture that I had downloaded, but I found that when I import the FBX file into Blender the bones does not connect correctly as seen in the screen shot.

If it was just a matter of swapping axis and would have just locally rotate all the bones, but it seems like each bones rotation is different so I have to manually rotate each bone one by one unless there is an easier way to fix this mess?


text:
What are Blender nightly builds?
Lately I've been hearing this term a lot, but I don't really know what does it means.

Blender is under continuous development, with new features and bug fixes being added to the code as soon as they meet the criteria for ready. The codebase is the built nightly and the builds are available at https://builder.blender.org/download/.
This allows users to preview and test what will be in the next release, but should be used with care, as these builds are not fully tested and so may contain significant bugs.

Also Nightly builds or (Daily Builds) are not a Blender specific thing, and are mostly automated testing versions of the software

@DuarteFarrajotaRamos yep, although in my experience automated testing is sadly not nearly common enough.


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How do I re-link the video of a project when editing on a different computer?
I know this is asked a lot but the answers i found haven't worked. I recently made a speech on a different laptop using blender 2.78 and then i sent the file to myself in an email and downloaded it onto my macbook pro. But for some reason when i try and watch the video in blender nothing is appearing. I've been trying to rebuild the proxies and everything else but nothing is working. I have audio in it as well that's not playing. Any suggestions?

Suggest you copy the video to a local drive and re-load. At the moment your link is to somewhere relative with lots of ...//././... and I am going to guess that is confusing matters.

Yu could try packing it into the blend file. I dont have 2.7x anymore but I think it is File->External Data->Pack All Into .blend

Video files can't be packed


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Inverse Kinematics to rig a Truck with a Trailer
I'm trying to animate a truck with a trailer on it can follow a path realistically. I know I should be rigging the model using inverse kinematics but I can't get it to work.
I found a previous post on this topic but I can't replicate the answer that u/DrJamgo gave. Would someone be able to walk me through this or just share a .blend file where they got it to work? I don't mean to seem lazy I've just had no luck on this after working on it for hours.

Does anyone know how to rig a truck/trailer so that the trailer follows the truck in a realistic way?

yes, he doesn't give any explanation at all   :/

I know he does explain it but I still can't get it to work. One thing I'm confused about is the direction of the bones in the gif are going the opposite direction from the bones shown in the example "how to rig ik legs" post that was linked. So I don't know what other relationships need to be reversed

If you understood the bone organization could you please edit your answer and explain in detail his method? I guess it will make easier for someone to help

I'm not sure if I do understand their method since I can't get it to work. I did link to their explanation which would be better than my attempt anyway

Have a look at the following blend file:
https://nofile.io/f/xHeoevF0kwr/car10xxx.blend