text:
How can I prevent an object from being too deformed when using a Curve modifier?

I have used a cube with a curve modifier and array modifer to run create a set of tracks for a tank model.
My problem is that the cube appears to be at a slight angle and I can not work out why.
There is no rotation on the cube itself so I am not sure where the rotation is coming from.

I think the curve is probably co-planar, but perhaps the Cube has been deformed - maybe some of vertices of the cube have been translated - it's hard to say. care to share the .blend?

@zeffii I have added the blend file. I am still fairly new to blender and 3D modelling so I could of done something silly by accident.

Related: http://blender.stackexchange.com/q/5910/599, http://blender.stackexchange.com/q/510/599, and http://blender.stackexchange.com/q/6486/599

I don'q quite get how your base object was straight, as it is looking like that - http://i.imgur.com/sb7tAMT.jpg (all modfiers turned off). If adding another cube / editing this one (but fiirst is easier), then it'll work - http://i.imgur.com/9MpX1FB.png. So @zeffii was right saying that the cube was deformed.

Thanks guys I am not sure how I managed to sheer it but I must have somehow by accident.

@zeffii It turns out I did not shear it but fell into another newbie trap. I have worked out why the cub was getting angled like that. The reason is after resizing my cube I did not recenter the origin. The origin of the curve was also off so that did not help. I centered both on mass and that sorted it.

As is the case with any sufficiently complex thing, it takes time for all of this to become internalized / second nature.
In your situation, the base object (the deformed cube) was not just scaled to become elongated, but at some point you also translated one of the faces giving the base object the sheered look. This is one reason to use multiple views of your object to help catch deformations which might be tricky to see from just a perspective view. (Over time you will see all of this immediately.. but it takes practice)

Once you correct the sheer (best just to use a new object, or learn how to snap edges to the (x,y,z) coordinates of other vertices) , you'll still get deformation in those parts of the track which bend a lot. This might be OK if you're aiming for non-photo-realism, else there are hefty tutorials for tank tracks.

Thanks. The multiple views is a good point and something I will start doing. It makes sense as I as mainly looking at the object from the side before applying the modifiers which means that I would of missed it.

It's trying to follow the curve the best it can, and deforming the mesh in the process. You could use a vertex group to limit the influence of the curve modifier, but I think you'd still get deformation.
The best way to eliminate the angle deformation would be to straighten the curve. Go into Edit mode, select all vertices with A, and scale to 0 by X axis (S > X > 0).
If you do need the curve to go into that angle, you could try using dupliverts.

Thanks Mr Zak, I was wondering how to do those key icons

You might want to check this post http://meta.blender.stackexchange.com/questions/388/button-to-insert-kbd-kbd-for-users/391#391

I tried this and nothing moved at all. I believe I had already straightened the curve on the x axis. I have added the blend file to the question if you want to take a look. Thanks.

Looking at your blend, your base object is deformed like @zeffii said. Try a straightened cube


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how do I bake an animated sky box using cycles?
I would like to turn a specific blender scene into an animated sky box I can use in other animations.
This old tutorial is the top google search result for "blender sky box", but it's for an old version of blender, and some of the buttons it references no longer exist.
There are several tutorials on how to set the sky box if you already have an image, but I have yet to find a modern HOWTO that lays out how to create the sky box image from a scene.  How do I accomplish this?  Keep in mind I want it to be animated, so I'll need to bake a hundred frames or so.

In newer builds of blender, there is a third option in the camera tab for Panoramic. In cycles there is an option for Equirectangular mapping. The output render can then be used as any other sky dome would be used.
Here are the settings:

This scene uses Blender Internal, not Cycles.  The Panoramic camera is lacking the Type: combo box.  Also, there appears to be no difference between a render using a Panoramic camera and a Perspective camera.  Perhaps I will have to switch to cycles to render this skybox.

@MutantBob Yes, you do have to switch to Cycles.

source: Stack Exchange

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

sort: votes


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what parameters to imagemagick will convert from EXR to PNG that matches how blender interprets the RGB values?
When I take an EXR image rendered by blender and use imagemagick to convert it into a PNG
convert /var/tmp/blender/easter-eggs/vr360/0007.exr  /tmp/x

the resulting image is rather dark.  I have to use the -modulate option like
convert /var/tmp/blender/easter-eggs/vr360/0007.exr -modulate 200  /tmp/x.png

and even then looking at the PNG in gimp doesn't look the same as if I load the .EXR in blender's UV/Image editor.
Why do these two pieces of software disagree on how to interpret the values in the .EXR file, and what workflow should I use to convert .EXR to PNG on the command line?

what do you mean by "converting EXR to PNG in blender"? how are you doing it?

I did not actually say that I was converting EXR to PNG in blender.  I did say that I loaded the .EXR in blender and looked at it in the UV/image editor.

well the question title seems to say that... anyway some example image  would better explain, perhaps. Maybe load both exr and png in blender and show them aside? There could also be some default setting both in blender (I guess through opengl) and imagemagick, which could contribute to get a different visual result... I'm just guessing, though.

point.  I'll adjust the question title

You have a point.  This is not exactly about blender.  It is merely blender-adjacent.  Although I am having difficulty thinking of another stackexchange site whose user base would more closely match this topic.  Are any non-blender-users going to google this topic and find this answer?

The short answer is that EXR holds data. In the case of visual data, it is a convention that the visual RGB data is stored in a linearised format.
When encoded as a linearised format, there is no idea of what transfer function is embedded into the data. This means that the imager has to apply the proper transfer function that covers the proper range of data within the EXR.
If you are using the "Default" rendering view, which is the sRGB EOTF, you can identify the different transfer functions and have ImageMagick convert appropriately with something like:
convert myexr.exr -colorspace RGB -colorspace sRGB mynonlineartiff.tiff

If you are using any transfer function other than the sRGB EOTF, the process would require further effort, and in most cases, ImageMagick would be an unacceptable tool to harness. OpenImageIO and OpenColorIO would be more suitable.

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How can a blender driver python script access scene properties like FPS?
I would like to be able to access properties of the current scene such as render.fps, frame_start, and frame_end from within a python driver script.  I have some data that is defined in terms of seconds, and I'd like the drivers consuming that data to work in two different scenes which have different frame rates.
edit: I tried using bpy.context.scene, but it turns out that is often wrong.  Let me be specific:  The driver is being evaluated to calculate the position of an object in scene "cave" and bpy.context.scene refers to scene "splash" .  In a 1-scene .blend bpy.context.scene works fine.  In a multi-scene .blend, bpy.context is not necessarily populated with what a reasonable person would consider 'the context of the driver'.

Inside script editor define your own function and register it for driver use:
import bpy

def driver_fce():
    scn = bpy.context.scene
    # You can use here:
    scn.frame_current
    scn.frame_start
    scn.frame_end
    scn.render.fps
    # etc..

    return 0    # some value

# Register it to driver namespace under name 'driver_fce':
bpy.app.driver_namespace['driver_fce'] = driver_fce

Use it like this:

Note that such drivers on node properties do not update correctly and its better to use frame change callback handler instead in that case.

I was originally using that technique in my driver, but when I added more scenes to the .blend file, the driver started malfunctioning because bpy.context.scene referred to a different scene.  I eventually determined that bpy.context is NOT what a reasonable person would call "the context of the driver".

Could update this answer in that scn can be passed as self for scene drivers.

Don't use bpy.context from drivers, it may work when working with the viewport in simpler files, but it can break (or even crash Blender) when rendering.

Via the depsgraph in driver locals()
 Not completely sure how dodgy this is, but will ensure context scene
This is a bit dodgy, and having a Scene depsgraph variable is the best approach (see one of the other answers). Such driver variables allow Blender to know the dependencies, and evaluate things in the correct order. However, since it's not possible to add a "current scene" variable, the approach in this answer is probably still the best way to do this.

In blender 2.90+ the depsgraph is added to the driver locals as "depsgraph" along with the variables (release notes). So, you can use this as Python expression:
depsgraph.scene.render.fps

Related
How can I use a driver for multiple objects?
Use an object as a Driver variable

Attempting this gives me
File "<bpy driver>", line 1, in <module>
  File "/home/thoth/art/bridge-demo/driver.blend/Text", line 4, in x_for
NameError: name 'depsgraph' is not defined

Is that with version 2.49b Bob?

No, it is blender 2.8.  I might have to edit this question to give the detailed example that failed, or ask a new question derived from this one.

Lol didn't think so. May only be available since 2.9, hard to keep up, or recall when it popped up..  in locals() using method defined in  https://blender.stackexchange.com/a/199299/15543   Other things to look into:   use of   legacy depsgraph?

This is the right approach. Exactly the kind of thing I had in mind when I added this feature to Blender ;-)

@dr.Sybren  thankyou. and thakyou for adding it,  and too good to pass up adding to answer. Could you please post a link re for which version it was added?

done, and I added some more background info.

Thankyou very much.  Thought it was a little dodge, but for something like fps should be Ok

You can do this by setting the Variable type to Single Property, and the prop type to Scene. As ive done in this image.
If you want to do it in the python you can address the scene directly, rather than using context.
eg;
bpy.data.scenes['Scene'].render.fps

This will point to a specific scene..If you run this driver in different scene it will still point to 'Scene'..

I believe this is what the OP asked for.

I want the driver to adapt to the properties of the scene it is in.  If I evaluate the driver in the 60Hz scene, I need scene.render.fps==60.   If I evaluate the driver in the 25Hz scene, I need scene.render.fps==25.

you can find most of those information in the outliner, in the data-block, you just need to search a little bit section

This doesn't really address the question. While it does have a bit to do with it, it would be appreciated if you would flesh out your answer to explain a bit more about how you would apply the things that you have suggested. Thanks

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how do I minimize a texture node using python?
I am using the python API to create a node tree for a texture and I'd like to make many of the nodes minimized so they take up less space.  In the UI you accomplish this by clicking the triangle in the upper left corner of the node.
tex = bpy.data.textures['Tex']
n1 = tex.node_tree.nodes.new("TextureNodeDecompose")
n1.minimize() # there is no such function, so what do I do?

While Mr Zak pointed out what I assume is a workable solution, I happen to have a religious objection to using bpy.ops unless there is no other choice (because bpy.ops has cooties; and I bet a dollar that the length of code for a bpy.ops solution will probably be an order of magnitude longer than a non-bpy.ops solution).  Also: any bpy.ops solutions must include the python code required to prepare the UI context.

What can be accomplished by clicking on the node's triangle can be done by clicking H, and in Info that operation is shown as bpy.ops.node.hide_toggle

The mentioned operator changes a single property, which collapses the node to its space-saving variant. The property is called .hide, which is a bit counter-intuitive:
# Get texture
tex = bpy.data.textures['Tex']

# Enable node mode (if not already), otherwise .nodes will not exist
tex.use_nodes = True

# Create node and minimize it
n1 = tex.node_tree.nodes.new("TextureNodeDecompose")
n1.hide = True


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How do I give a texture a dark halo?
I have an image with an alpha channel that I am using for a texture.  Right now I just use its alpha channel (that's the only thing checked in the influence panel).
I'd like to give it a "halo"/border.  Consider the following image where I take the outline of japan (from http://en.wikipedia.org/wiki/Template:Japan_football_clubs_map_2011), and give it a black border (this uses an intermediate image from the compositor of a separate scene, very awkward):

My first instinct is to create a second plane underneath with a second version of the texture where I dilate (add pixels around the edge, ⟏ for those of you familiar with Image Algebra) the alpha channel for a dark material.  Unfortunately, I can't seem to find a node which performs dilation in the texture Node Editor.
I welcome suggestions of how to achieve this effect using blender.  (I am using BI, but if you want to answer with a screenshot of a node setup for Cycles I won't complain).

Vector>Mapping node and scale field to scale the UV map, and then just use it as a texture

There is no Vector>Mapping node in the texture node editor.  And if you're proposing to use it in a material node, you're going to have to provide a screenshot of the node setup.

Are you using BI or cycles?

@MutantBob For texture nodes, there Distort>Scale

@someonewithpc That would work in some cases, but not for a shape with holes in it (like the outline of japan).

@gandalf3 right....


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How do you use an image in a blender animation?
I'm making a video intro and I would like to use a logo (.png image) in the animation.
I tried using an Image Empty but I've learned that they don't render.
Any other ideas?

Import Images as Planes Add-on
This is an add-on bundled with Blender. Go to File > User Preferences > Addons and type Import Images as Planes. Check the add-on to enable it.

Cycles Render
Key Shift + A and select Mesh > Images as Planes. Find the image in the File Browser. On the lefthand side, choose either Diffuse or Emission considering that Emission does not require a light source but does not receive shadows (without a crazy amount of Compositing; see my answer here) and Diffuse does require a light source and, likewise, receives shadows. Click Import Images as Planes.

Blender Render
Key Shift + A and select Mesh > Images as Planes. Find the image in the File Browser. On the lefthand side, either check Shadeless or don't considering that Shadeless does not require a light source but does not receive shadows and not checking Shadeless does require a light source and, likewise, receives shadows. Click Import Images as Planes.


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Conforming New Edge Loops On a Curved Mesh to the Curve
Let's say I have a curved mesh and I add a loop cut:

The new loop cut does not touch the curve as the others do.
My question is, is there a tool/addon for achieving the following result in a more precise manner than just translating the loop cut by eye:

This is a simple example, but I'm hoping to apply it to more complicated meshes.
Thanks.

Try using To Sphere operator with Shift+Alt+S (with one edge loop selected). The geometry should be converted into the circle.

Select the curve object. Key Alt + C to open the Convert to menu and choose Mesh from Curve/Meta/Surf/Text or key 2. Key T to toggle open/close the Toolshelf. Check Keep Original in the Convert to dropdown. This adds a new mesh object, rather than converting the curve. This is useful because if you decide to change the curve later, you still can, without having to convert back to a curve, edit, and return to a mesh.

Select the object that you were loop cutting. Tab into Edit Mode. Key Ctrl + R to add a loopcut, position it where you like,  LMB to confirm, and immediately  RMB.
Key Ctrl + [comma] to change to Pivot point > Median point. Choose Transform Orientation > Normal. Enable Snapping and change the settings to Edge > Closest. Your 3D Viewport's bottom bar should now have these settings:

Drag on the green arrow until the loop cut snaps.


text:
Material that's only visible if seen through another material
I'm trying to replicate the "polarisation" effect - so if you look through a piece of glass that's polarised you can see an image behind that image that normally would be invisible or white as it's been polarised too. So, I want to have a see-through material I can apply to something, so that the thing behind it is only visible if seen through that material. Is that possible? If so, how?

Will the material possibly be "seen" through other transparent objects you don't want to reveal it?  If not, you can test if the Transparent Depth value > 0.

No, it will be seen through all transparent objects! Can you explain a bit more about testing the Transparent Depth value > 0 ? Where do I do that and how?

You need render layers.

@alberto2000 what ShadyPuck answered basically.

Window:

Material seen through window:

Viewport render showing Suzanne through window:

Viewport render showing invisible Suzanne next to window:

What I have is a Glass BSDF window, slightly off white in color so to be seen, and with a 1.00 IOR to be in all rights except one a Transparent BSDF. Glass BSDFs refract rays like glass refracts light, and I can test for that refraction (called a Transmission Ray).
My Suzanne has a material (red Diffuse BSDF, but can be anything) that is mixed with a pure white (clear) Transparent BSDF. The mix Fac:, whaddoyouno, just happens to be a Transmission Ray :)
.blend file:

@alberto2000 Glad to help!


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Newbie completely stuck with texture issue
On my first week of learning Blender and I am drawing a complete blank trying to solve this texture issue. I'm also not exactly sure what the problem is, so searching for a solution has proved impossible. I think I'm just missing something fundamental here.
This is my object, essentially nothing more than a cube with rounded edges

Wireframe view of the same

This is how it gets rendered

The texture starts over for every vertex that make up the object. All I want is the object to look like it does in the "Solid" view -  one smooth piece with the texture applied in one piece.
What am I doing wrong? I thought I finally found a solution elsewhere where someone suggested marking the edges sharp and then apply an edge split modifier, but that made no difference.
Would appreciate any help enormously! Thanks

Suggest you read up and watch a few videos on UV unwrapping objects before going any further!

I agree with John.If you just share the file link I can teach you how to unwrap your mesh.

A few videos on UV unwrapping later and I managed to produce something that looks like I wanted it to. Thanks for pointing me in the right direction guys! I was about to pull my hair out.

Maybe close the question or mark as answered? If I knew it was solve I wouldn't have unnecessarily clicked on it.

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


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Changing Hue on a certain part of a mesh in a Texture Atlas?
I want to change the hue and the saturation on these green tree tops,but the grid lacks the tone I want them to have, that'd be a tone between teal and green, the problem is that these trees share the same material because I read atlas texturing is the best way to texture low-poly models, and I wonder if there is a procedural method to get a slightly different tone with nodes or masks, and maintaining it as optimized as possible.
I know there is a color palette in Unity but I'm planning on working with Unreal Engine so that's not an option.
I am a beginner using Blender and I know the basics of node texturing but I can't find a solution out there. Any help would be much appreciated.

If you don't mind having two UV maps you can use the color grid image for masking. Or use a separate mask image with different mask shapes (linear gradient, spheric gradient, full black, full white, etc) and pack it into the alpha channel of the grid image. For the example, I've just used the color grid.
UV map for the color as you already have it:

Another UV map for the mask:

With help of the Hue Saturation Value node can change the color. Let's make the green top of the tree purple:

Ok I think I get it, this would be the first step, then I would need to bake this within an atlas with the other trees and I would have all my vegetation with one material and one texture but different colors, just like in mobile videogames production. Sometimes I forget basic steps when trying to go quick haha Thank you so much!!

@rua95 Hello and welcome. This site is not a regular forum, please don't reply "Thanks" as an answer or comment, instead upvote the post that helped you. If you feel it completely solved your issue consider marking it as accepted.


text:
I opened a blender file then the meshes and the vertices sort of spiked or exploded for no reason. Has anyone here encountered the same bug?

I seem cant find any definite question or answer pertaining to this problem. I am using blender 2.83 lts because the latest blender version crashes on my PC.

Your question lacks necessary information and implies that there is no reason yet you claim its a bug. To get some ideas of how to improve your question so you might finde the Answer start here https://blender.stackexchange.com/help/asking

Doe's this happen with that specific file or with all files?

All files. I am clueless about what caused it.

Also the startup file? So your default cube is no cube? / what kinds of files have you tried?

Just the default .blend file. Like I said, I have no idea what caused it. Im not sure if it was a bug or a hardware problem.

Ah, update, I solved the problem: Update your graphics card driver that is appropriate for your hardware, otherwise those texture glitches will occur. That can solve the issue. tnx!

Nice to hear that you found a solution. You can mark your own answer as correct so the question gets closed.


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Condition "if" statement to change render engine modes
I wanted to change the cycles render to Blender internal through a panel button but only want the panel button to appear only when the current render engine is cycles. How do I create the conditional statement ?
Here the code I'm trying but it's not working:
if context.scene.render.engine == {'CYCLES'}:
      layout.operator("mesh.primitive_cube_add")

Okay so this kind of partially worked but I fixed it, had to create an additional class to switch to Blender Internal.
Here is the class
class SwitchBI(bpy.types.Operator):
       bl_idname = "switch.bi_operator"
       bl_label = "Switch BI"
       def execute(self, context):
             bpy.context.scene.render.engine = 'BLENDER_RENDER'
             return {"FINISHED"}

And then the conditional Statement
If context.scene.render.engine == 'CYCLES':
      layout.operator('switch.bi_operator')

You don't want the curly braces around the string.
if context.scene.render.engine == 'CYCLES':
    layout.operator('render.set_internal')

Note that cycles and blender internal are not the only choices for render engine. It would be better to test if blender internal is the current engine.
if context.scene.render.engine != 'BLENDER_RENDER':
    layout.operator('render.set_internal')
else:
    layout.label(text='Blender render is active.')


text:
Viewport Material colour Custom panel problem [GIF and script Included]
I was trying to make a custom panel for the settings(which includes the viewport Material colour settings) in the materials tab in the properties windows and I faced this problem. The problem is that I am only able to use the panel for the specific material name that I define. For example in the code I added a specific name "MyMat", and it only work for that specific material. How do I make it work for the current material that is currently assigned to the object regardless of the name. Here's the code and the gif.
Import Bpy
Class MaterialPanel(bpy.types.Panel):
    bl_idname = "mat.p_operator"
    bl_label = "Material panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Mats"

def draw(self, context):
    layout = self.layout
    row = layout.row()
    mat = bpy.data.materials["MyMat"]
    row.prop(mat, "diffuse_color", text="Diffuse")
    row = layout.row()
    row.prop(mat, "specular_color", text="Specular")

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

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

if__name__ == "__main__":
   register()

GIF here, somehow it's not appearing in the post

You can get the active material of the active object like this:
mat = bpy.context.active_object.active_material


text:
Hotkey to navigate scenes in Blender 2.8?
In Blender 2.7, i could change the layout with Ctrl + ← and Ctrl + →.
In 2.7, the scene was layout dependent, allowing me to navigate the scene this way.
However, in Blender 2.8, the layout has become the workspace and works completely independent of the scene.
I didn't find anything other than a mouse click to change the scene.
Do you know how to navigate scenes using keyboard shortcuts in 2.8?

I guess, one would need to write an addon for this. Only native solution seems to be to open additional Outliner set to Scenes mode to be used as selector (mouse clicks again)

In Blender 3.0, once you highlight a Scene in outliner, you can toggle between scenes using up and down arrow keys. I know this is not a global hotkey, but it might help someone.

Here's the menu to navigate them:

That works for workspace. So that doesn’t help me. I need scene navigation.


text:
Why is the Minkowski Metric with exponent 0.5 not the same as Euclidean Distance when using Voronoi node?
I am experimenting with the Voronoi Node and I find the following very strange.
I think that the Vorinoi Works by placing points in 3D space and then measuring the distance from them. There are different metrics to measure the distance, which result in different scalar values. The scalars are then getting converted into colours, for example using a colour ramp.
Now from the documentation I red that with Minkowski metric they mean that the distance is calculated using this function, which is the same as the p-norm in mathematics:

Now I find confusing that the Minkowski Metric with p=0.5 leads to a different result than the Euclidean distance.

While I was writing the question, I noticed that I made a dumb mistake. Of course an exponent of 0.5 leads to the wrong result! Because the euclidean metric is the p-norm with exponent 2, not 0.5.
More information about the p-norm can be found here.
I am putting the question up here anyways, in case someone makes the same mistake.


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How To Make A Cutout In A Gear
I have made a gear in blender, but now I need to make a cutout for a pin in it. What’s the best way to do this?

Try the boolean modifier

Try BoolTool add on also.

Add a plane and scale and adjust to make a rectangular shape.

Ctrl+A to apply scale and rotation

Select the vertex and Press Ctrl+Shift+B with the scroll wheel round the edges

Press E to Extrude

Press N to flip normal

Select the gear add Boolean Modifier

Target the plane and the operation as difference. Apply and delete the plane.

See gif below:

 tags around keyboard keys please.

@ocasoprotal While it's nice to do the formatting for other people, they also have to learn to do it themselves.

@RayMairlot Sorry, that's not how [so] or bse works. Or at least how I use to work on these sites. Everyone is able to do edits, so why wait for the edit? If you see that you can improve a post, just do it ;)

@OcasoProtal Hope you can see by my edits that I know how the site works, but when a regular user is reminded of certain formatting ideals and doesn't do them it doesn't necessarily do much good to continually do it for them (as I have in the past) as opposed to trying to get them into the habit of doing it themselves.

I'm using Blender 2.9 and I cannot find the command described by atek.
Although I finally found out that a "quick" solution to apply boolean over a gear can be to export the gear as .stl and to import it back.
The imported gear is then easier to work with.


text:
Move vertices towards/away from camera?
I have a flat plane and I want to move some of its vertices (the green ones on the image below) so that visually the plane would stay the same in my camera view.

I thought I'll simply switch to View Orientation and use Z-axis to move them. However View Z-axis is perpendicular to camera plane, not directed to camera:

So when I move vertices, their position in the camera view is shifted (green dots are the original vertices positions):

Can I somehow move them using a camera direction as a Z-axis so that visually my object will stay the same in the camera view? Here I manually moved the vertices to desired positions:

Snap 3D cursor to camera
Set pivot point to be the 3D cursor
Select vertices
Scale them

You don't want to just move them, scaling take into account how far you are from the camera so that your cube will look exactly the same from the camera perspective.

Nice, I didn't think of that! That worked perfectly

is there any option for the viewport camera?

@ThorSummoner You can make a new camera and then "Snap camera to view" and then the steps should work identically


text:
How to use transparency with environment texture?
What I want to do is to use an equirectangular environment texture as my world environment texture. But I also use render layers to exclude and mask out parts of the texture. The masked out parts of the environment texture will just be rendered black.
Basically, I'm creating a 360 degree video and I want to add 3D into it and mask it so that it fits with the environment texture.
Any ideas?

Are you using Cycles render? In the Properties Window > Rendering Tab > Film Panel tick the "Transparent" option

Possible duplicate: Can Blender render pngs with the background transparent?

I'm not quite sure I understand, but I think you are saying that you want mask out parts of an environment texture (video) in your 360 deg video.
Setup
In a 3D scene, select the camera, go to the Object Data tab in the Properties panel (should show camera data). Under Lens, select Panoramic from the 3 options, go to the nearby drop down menu, and select Equirectangular. With the mouse in the 3D Viewport, key N to open the right side bar. Make sure Rotation: X: is set to 90, Rotation: Y: to 0, and Rotation: Z: to 0. Load in your 360 deg video by going to the Properties panel's World Data tab. Switch to Cycles Render Engine if you haven't already. Click Use Nodes, then the square button with the circle in it to the right of the color information slot, , and select Environment Texture. Press Open and locate your video. Select Open Image when you have found it.
Figure out how many frames are in your video and type that into the Frames: box that should appear below the path to your video. One way to do this is to go to the Video Editing Screen Layout, key Shift + A, select Movie, and select your video (a strip should appear with arrows on either end pointing inward). If you right click on each of these arrows, numbers should appear (the largest being the rightmost). Remember these numbers. The formula for frames in your is Rightnumber - Leftnumber + 1. Important: Delete the strip before you return to the Default Screen Layout.
Masking
In the 3D Viewport, change to Viewport Shading > Rendered. Drag different shapes around to blot out the spots you don't want in your final video. You can keyframe these shapes if objects in your video that need masking move.
Compositing
In the Properties panel, go to the Render tab > Film > Transparent. Make sure it's checked. Go to the Render Layers tab > Passes > Environment. Make sure it's checked.
Switch to the Compositing Screen Layout (at the top where it normally says 'Default'). Use the following node setup:

Use the color input in the Alpha Over node to set the color of the masked out area. All of this produced an example result of this for me:

Limitations
Everything masked out has to be the same color. If you want that color to be transparent, click on the color input and drag the Alpha: value to 0. You could add an alternate image as a background I guess, but it would be strange having to design one image to background everything masked out in the background. Should you show the inclination to do so, this would be the node setup:

And it would produce something like this:

Hope this helps and best of luck!


text:
Second Torus spawn bigger than first?
When I create a Torus mesh and sometime or immediately after add a second mesh, the second one will always be thicker.

Other meshes won't act like this when creating a second one. It only happens with the torus mesh. Any thoughts?
Thanks in advance !


text:
How to split mesh into several smaller ones with respecting UV map?
I am trying to split my low poly terain mesh and UVs into smaller pieces.
My mesh liiks like this:
image 1 http://c2n.me/3AHCXzB.png
I am looking for automated way to split it in several parts like this:
image 2 http://c2n.me/3AHDc3d.png
I assume thet this will be really easy but I am not artist and my experience with Blender is really low. Is there any easy way to make it (script could be better)?

I believe I have a way. This is what I did, and it worked perfectly.

Shift + A > Mesh > Plane.
Go to the Properties panel > Object Modifiers tab and add a Subdivision Surface modifier. Use these settings:

Key Tab to enter Edit Mode, U to open the Unwrap menu, and select Unwrap.
Split the 3D Viewport and make the new panel a UV Image Editor. Open your image in the editor.

Tab out of Edit Mode.
Add a Displace modifier. Click the new texture button. Use these settings:

Go to the Properties panel > Textures tab. Load in your image from the dropdown menu.

       You should now see your texture displayed on the plane in the 3D Viewport. Note that you
       may have to adjust the Displace modifier > Midlevel: value for your texture to sit right near the
       origin point. I have to use 0.836.

Tab into Edit Mode. Key W to open the Specials menu and select Subdivide. Key T to toggle open/close the Toolshelf. Change the Number of Cuts to 3.

In the UV Image Editor, key S, then .25. Additional UV Editing may be required, but this should start you.
Key Ctrl + Tab to open the Mesh Select Mode menu and either key 2 or select Edge.
Select these edges:

Key V to Rip the edges.
Select these edges:

Key V to Rip the edges.
Key Ctrl + Tab to open the Mesh Select Mode menu and either key 3 or select Face.
Key A once to select everything.
Key P to open the Separate menu and select By Loose Parts.
Tab out of Edit Mode.

Note that one reason the separated planes may not look the same as one intact planes is that the separation provided each plane with an additional two subsurf levels, effectively. You would have to turn down the subsurf to 4 on each midget plane to get the midget planes to look the same as one large plane.
Here is the .blend file:

Is there any way how I can add Smooth modification to this workflow? When I add Smooth modification and I split my mesh, than it always ends like this http://c2n.me/3AKshwc.png then I go back to from edit mode

@user3016214 Played with it a bit, and the only thing I can think of would be to apply all of the modifiers and then split everything.

This is problem for me, because in this case I will lost my UV and I need those grid UVs because I am using splat map to apply colors to mesh


text:
Texturing Mesh for Second Life
I'm told you cannot texture and object in Blender and then upload the textured object into Second Life.
My work flow is Object > Unwrap > UV Map to Photoshop for Textures > Assign UV Map to Object > Export to Collada, selecting SL/OpenSim Static > Upload to SL.
Of course, the textures do not follow.  Am I missing a step?
If you can't upload a textured object, what is the use of the Operator Preset?
The other related issue is that when I upload an object to SL, in edit, I cannot select an individual face to apply a texture to.  It applies the texture to the entire object, regardless of selecting "Select Face."
I have mapped, not mapped, mapped each individual face, textured, untextured.  It always applies an texture to the entire object.

Yes you can't is the simple answer. You have to upload your textures and apply them in world. As for selecting faces, in Blender you need to assign a "material" to the parts you want to call a "face" in Second Life. If I can attach a photo you will see an object created in Blender, material slots applied (Black,red, green, yellow, blue) and, each of those are faces 0-5 on the object in SL.


text:
What is the difference between creating a mesh from a single object to using multiple objects?
I am learning Blender and I am watching tutorials and practicing from them. Recently I've followed two Blender users, Blender Guru and CG Masters, and I've noticed that while Andrew Price (Blender Guru) does his meshes from a single object, Aidy Burrows (CG Masters) does his work by shaping different objects and putting them together.
I was having a go at modeling a sword by myself for the first time and while I did finish it by following Andrew's method, I couldn't help but think throughout the process "how much easier would this be if I just do this in a 3 part mesh instead?". I tried doing some research before coming here and making a fool of myself by asking uninformed questions and from what I gather Andrew uses "Box Modeling" and Aidy uses "Edge Modeling".
I gather this information from this webpage. I might be wrong, and feel free to correct me. In any case, I want to know what the repercussions of using each method are. Also, for which work is one more suited than the other? And the more information beyond that you can provide will be greatly appreciated.


text:
Issue Importing Obj Into Blender With Textures
I'm trying to import a map alongside with models from Jedi Academy (Quake3 based game - idTech3 engine) and I use a program called Noesis to open map in .bsp format. It works and shows textures correctly:

This program has ability to export map into obj/fbx/dae and many more formats. So I've chosen obj format, loaded into Blender and there are no textures shown, only meshes. The strange thing is that I heard that materials are held in .mtl file, but there is no such file in game data nor Noesis didn't generate anything like that.
But here's the weird thing, this program treat's materials as they were textures, this is part of the output obj file:
https://pastebin.com/EHR1JXJn
So you can clearly see there:
usemtl textures/desert/stucco_grime
And this textures/desert/stucco_grime is actually a jpg file!

Indeed blender thinks it's material and not texture:

So I can create manually a material, and load a texture from this jpg file to it and it will work, but there are hundreds of models and I'm looking for some automatic way of doing this

A couple side questions:

Any good tutorial what are UV's that everyone are talking about,
these are essentially coordinates where to apply texture on given
mesh?
There is no such thing as "material" generally? A "material" is
internal thing of game engine that decides how to renders model,
like adding bump-mapping and changing color intensity? If so, why
there are "mtl" files available in .obj format

Thanks @cegaton but I've seen already this thread, I understand that I can't  import materials, but I'm looking for a way to automatically create material and assign associated texture from file for every object since I'm having around 3000 objects on map and it's too much work to do manually. This is what I need: for each object seen in scene create material and assign texture from file, I can do the programming just tell me if it is possible and where to :P

In case someone wondered I just resolved my problem by writing some code:
import bpy

for obj in bpy.data.objects:
    if obj.active_material is not None:
        if obj.active_material.name.startswith('textures'):
            print(obj.active_material.name)
            mat = obj.active_material
            tex = 0
            if mat.texture_slots[0] is not None:
                continue
            try:
                tex = bpy.data.textures[mat.name]
            except KeyError:
                tex = bpy.data.textures.new(mat.name, 'IMAGE')
                try:
                    tex.image = bpy.data.images.load('path/to/assets/' + mat.name + '.jpg')
                except RuntimeError:
                    print(mat.name + ' not found')
                    continue
            slot = mat.texture_slots.add()
            slot.texture = tex


text:
BezierCurve extrudes too much
I'm trying to extrude a BezierCurve in Blender. I do that with pressing E but it extrudes a little too much. Seems like, it is defined how much it should extrude by default.
Is there any way to change that?
This is what happens after I press E. I can't control the length of extrusion!

normaly it doesnt jump to a predefind distance after hitting "e". Normally it stays at the same location till you move your coursor. In Your screenshot you dont have snapping on, so that shoulndt be the problem?

@AM I added another picture to demonstrate what happens after I push e. The curve gets too long, more than I need. I can't control the length of extrusion!

strange! could you upload a file, maby there is something wrong in the settings

@AM I just uploaded my blender file.

Works perfectly fine. Maby we got another misunderstanding? Did you try to scale or manipulate the handles, so the curve-point hasnt that much influence. If that has nothing to do with it, could you paraphrase your problem please

what happens if you hit "e" and move your coursor before hitting enter oder clicking? Doesnt the curve-point move with you mouse-cousor?

It did happen with me. I solved it by deselecting "Snap During Transform" icon.

I think it's just your Handle Type.
If the Handle Type is'Free' or 'Aligned', the default behavior of E extrude is to copy the source vertex, along with its control points. If the control points are extended, that will also create a segment of some length. If the extrusion is from a 'Vector' or 'Automatic' (unadjusted) vertex, the system has the opportunity to adjust the front-facing handle of the previous vertex, as you extend the curve.


text:
How to round a selected edge

I would like to round the edge of this object without affecting any other vertices around it. That is to say, in the image shown here I only want to affect the selected strata and not the strata of vertices below it.

you can hide the vertices you don't want to affect with H

How do you unhide after the edits are done?

you unhide with Alt H

If you mean what I think you mean, here's one way:
turn OFF proportional editing:

move the vertices you want to round way up out of the range of the proportional tool:

edit them with the proportional tool until to do whatever rounding you want:

turn OFF proportional editing again and then move them back down in place:

I know this isn't exactly what you want but it's just an example.  Hope this helps.

That's a great fix! I wish I had known that simple method because I had to do a lot of acrobatics using the smoothing tool. What a time drain that was.


text:
Shade Smooth gives weird results
As soon as I do my model "Shade Smooth" I get all kinds of weird distortions.
How is this possible and how can I solve this?
What I've already done is the following, Delete loose, Merge by distance and Tris to Quads.

This problem is not any mesh problem. It is because of smoothing. You should use the auto smooth feature. I've explained in the answer below.

It is very easy. Go to the object data properties panel (The one that has an upside down triangle with three verticies) and under normals, click auto smooth. to get the desired result you can change the angle of the auto smooth.

Solved, thanks, that was the problem.

You're welcome!

@MIck You might consider accepting Chaudhry's answer, please read here: What should I do when someone answers my question?

Thank you solved my problem also


text:
Make a hole in a face created by the solidify modifier
I have half a cube that has a solidify modifier. I want to make a hole in 1 of the faces created by the modifier, but it doesn't work with boolean.
How can I make a hole in a solidified face?

hello, it should work, please share your file: https://pasteall.org/blend/

what do you mean with "half a cube"? can u provide screenshots?

you can use built-in adon called Bool Tool, and than select both objects and press ctrl+Numpad-

cheatPKL, That works very well, but what are the lines that I see afterwards and how do I get them away

Those lines are the bounding box of the boolean object. If you hide the boolean object in the outliner they will disappear.

It should work.  Here's a cube that I cut in half and applied a solidify modifier to:

Here's a cylinder positioned to cut the top and bottom faces generated by solidify

Here's what it looks like with the cylinder hidden and a Boolean added to the cube:

Here's the modifier stack for the half cube:

Some things you need to be aware of

The solidify has to come before the Boolean on the modifier stack
You have to use a cylinder to cut the hole, not a circle; but a smaller cylinder would cut just one face
You won't see the modifier in edit mode, unless you enable the Edit mode visibility
The cylinder won't disappear. You either have to hide it, as I did, or set it's Viewport visibility appropriately to something like wire or bounds.

Thanks, that works, it was that I had the boolean after the solidify.


text:
Bevel vertices on a flat subdivided plane
I'm trying something that I managed before, but not anymore.
I have a subdiveded flat plane (which represents a grid) where I want to make a few more holes (see picture one).
If I select the vertices and then do  Ctrl + Shift + B, I don't get rounded corners but straight (see picture two).
My question is what am I doing wrong?
I'm using Blender 2.79, and I'm a beginner.

are you referring to picture #3? All the settings can be tweaked in the Operator box

In 2.79 (or 2.9), I don't think you can have it in one step.
You can extrude along Z EZ, bevel the corner edges CtrlB, delete the extrusion X:

That's one way to fix it. I have now copied and pasted the relevant vertices where I needed them, then deleted the faces and then cleared the mesh of doubles and the loose ones.


text:
Random dots for 3D printer turntable
I use Blender to make 3D models that I can then print with a 3D printer. I also have a 3D scanner and a turntable. I have a turntable (picture 1) to scan objects, but it needs markers to be able to keep track of the object. (unfortunately my turntable has no markers). My turntable has a black top without markers. So now I have to stick small round white stickers on the turntable top to be able to do this. So it is easier to make/3D print a turntable top where these white circles are already printed on/in which I can then place over the turntable top.
My question is how can I place white circles randomly on the turntable top, like in picture 2.

May I recommend to read this post: How do I add random spotting to the same face in cycles? ?

My advice would be: buy some stickers designed for this and use them, or buy some double sided sticky tape, print some stickers on paper put the sticky tape on the other side, cut them out and then use them. Even if you want to print one sheet, placing 20 dots by had takes 2 minutes, so no need for any automation or procedural modelling and no need for this delay. Why overcomplicate things?..

You can set up an orthographic camera to match scene dimensions to the dimensions on rendered images assuming some DPI resolution so you can render some images ready to print on a regular paper printer, but why would you go through all of this when most software dedicated to this already has this functionality?.. You can use Inkscape for example. Is there a good reason for you to try to do this in Blender?

Hello and welcome. Please don't post the same question more than once. If your previous question was put on hold, address the raised issues by editing it so it can be reopened rather than post a new one, otherwise see What should I do if no one answers my question?

You do not have to delete a question, you can edit it instead of posting a new one.


text:
Trying to extrude bottom wall layout to build a house?
I can't get the entire base of the walls to extrude upwards in order to finish modeling this house. Additionally, the areas that are already extruded are areas that I did not wish to be extruded and I can't figure out how to reverse it.
House Layout:

Blend file:

Did you try W > Remove Doubles before extruding? It looks like you have extraneous faces at your edges.

Yes, it said there were 0 doubles. That was the first thing I tried.

Can you upload your .blend to Blend Exchange and paste the link into your question?

I'm not sure how to do that. I'm still new to this site.

Go to the link I provided, click where it says "Drag a file here to upload a .blend or click to browse," select your .blend file, click open, go back to this question, copy the url, paste it in on the Blend Exchange page where it says "Enter the url of the question on blender.stackexchange,"click the big blue "Upload" button, copy the provided, shaking link into your question by clicking the edit button, pasting it, and clicking "Save Edits."

Blend File uploaded

@DustinSexson Working on an answer now.

Alright, first things first. Let's identify your problems, which I did after a couple minutes.
Problems

You can Remove Doubles to remove 4,332 vertices.
Your bottom area has a tiny amount of thickness, which is preventing Extrude from working correctly.
Normals are all over the place.
Some faces are missing.

Solution
Beginning from your uploaded .blend file.

Begin by keying A twice to select everything and key W > Remove Doubles.
Enter Front Orthographic View by keying Numpad 1 and Numpad 5. This will allow us to remove the top and few walls that extruded correctly.
Key Ctrl + Tab, 3 to enter Face Mesh Select Mode and Z to enter Wireframe View. Key A to deselect everything. Face select mode allows us to select the correctly extruded middle faces. Wireframe allows us to select vertices that are obscured by other parts of the mesh, rather than just the faces we can see.
Use Box Select to select these faces:

Key X and select Faces to delete these faces. If you zoom in very close on the bottom, you can see its thickness:

Key Z to exit Wireframe View and return to Solid View. Key Numpad 7 to enter Top View.
Box Select the entire grid. Because you are in Orthographic Solid View, only the top faces will be selected.
Key X and select Vertices to delete all top vertices. This will remove the mesh interference.
However, if you try to extrude now, you may get weird glitches. You must select everything with A and use Ctrl + N to Recalculate Normals.
You may want to Fill in some faces now.

You can now use E to Extrude up on the Z-Axis.
Select everything with A one last time and use Ctrl + N once again to finish touching up Normals.

Finished Product:

You've got yourself into a sticky situation here. First off, you may want to remove doubles by hitting "W" in edit mode then selecting "Remove Doubles". You can alternatively find this setting in the toolshelf (toggle by pressing "T"). Second, some of your normals are facing the wrong way, which can affect extruding. Recalculate them by selecting all in Edit Mode then by pressing "Ctrl + N". Third, you've already extruded the layout, so selecting all then extruding won't work. Select only the top faces by going to the top view (NUMPAD 7) and Orthographic mode (NUMPAD 5) then box selecting by pressing "B" then clicking and dragging to make a box over the entire layout.

You can exit Orthographic Mode (NUMPAD 5) and top view at this point. Now, since the model is already extruded, you can just move the top layer along the Z axis by pressing the blue arrow or by pressing "G" then "Z". However, you can still extrude it if you'd like, it would just create more polygons, thus extending render times a bit.

Hoped this solved your problem. Happy blendering :D

From personal experience, I suggest you switch to edge select mode. That should do the trick.
Hope this helps!

Thank you! How do I deselect ignored to actually extrude the faces making a physical 3-D object? When I hit (E) it seems to actually Duplicate the object.

What do you mean?

If I select on individual section of the mesh and extrude it creates a proper extrusion, but extruding all seems to only extrude a few places and duplicate the rest. Like in the original photo.

Even in edge select mode?

Can you send me the .blend file?

I'm still learning all this and I have no idea how to send it to you.

Ok, no problem! Can you post a screenshot of what happens if you use edge select mode?

I am glad you figured it out! Please @ mention me if you have any more questions


text:
Reusing Animations for another character?
Are you able to reuse an animation on a certain rig for one character to another identical rig corresponding to a different character/model? I want to know because I want to practice animating a lower value model until I am ready to work on my characters. Then, I want to reuse those animations on the characters' rigs.
Thanks!

Yes, but you have to make sure that the objects (rigs) are identical.
The Action Editor
Either open up a Dope Sheet window or change to the Animation Screen layout.

Change to the Action Editor in the dropdown menu where it likely currently says Dope Sheet.
 -->
If you select the rig that you already have animated, it will probably display something like ArmatureAction where it says + New in the above screenshot. If you select the unanimated armature, you can select ArmatureAction from the dropdown menu to the left of + New.
The Process:

This can work for any number and any type of object. For example, if I have a cube keyframed for X-Location and X-Rotation, I can use the same method to copy its movements to a nearby cone and cylinder.
Extended uses:

The demo .blend:

Hope this helps; feel free to ask questions!

@MoonLight If this answer helped you, please consider accepting it by clicking the checkmark in the upper left-hand corner. It would help me greatly! Thank you.

I just saw this. Wish I've would've saw it sooner, since I haven't been on for a while. Thanks :)

@MoonLight No problem :)


text:
Uv/Image Editor doesn't edit my texture
I was trying to add a texture to a cube in Cycles render. I added the texture, it showed up, and could render as well. However, there were some faces which I needed to edit. So, I unwrapped the object and went to the UV/Image Editor. But when I tried to scale or rotate my map, didn't affect to the texture. I'm using Blender 2.77.
In some projects it works and some it doesn't.
I described the issue in a video.

You use "Texture coordinates" -> "Generated". You need to switch it to "UV" for use your UVMap.

authors: Нина Игоревна


text:
Where is the sampling menu in Blender version 2.77?

Where is the Properties panel > Sampling menu in Blender version 2.77? I want to reduce the noise in an object.

You are currently in Blender Render. Change to Cycles at the top of the screen.

to

Alternately, if you want to reduce noise in a Blender Internal render, select the light, go to the Properties panel > Object Data tab > Shadow dropdown and increase the light's samples.

Great answer! Giving options and for both engines. Great!

I think it's for cycles only, I find that the final render is always grainy when I add lights or glossy materials, If you get fire flies on your final render try adjusting the clamp settings to whatever suits your scene, Hope this helps you :)

authors: محمد عطية علوش


text:
create drop-down list in menu panel
I tried to create a menu panel for drawing the mesh, so I applied:
import bpy

class CustomPanel(bpy.types.Panel):
    """A Custom Panel in the Viewport Toolbar"""
    bl_label = "Generate"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout

        row = layout.row()
        row.label(text="Generate objects:")

        split = layout.split()
        col = split.column(align=True)

        layout.label(text="Primitives:")
        layout.operator("mesh.primitive_plane_add", text="Plane", icon='MESH_PLANE')
        layout.operator("mesh.primitive_cube_add", icon='MESH_CUBE', text="Cube")
        layout.operator("mesh.primitive_circle_add", icon='MESH_CIRCLE', text="Circle")
        layout.operator("mesh.primitive_uv_sphere_add", icon='MESH_UVSPHERE', text="UV Sphere")
        layout.operator("mesh.primitive_ico_sphere_add", text="Ico Sphere", icon='MESH_ICOSPHERE')
        layout.operator("mesh.primitive_cylinder_add", text="Cylinder", icon='MESH_CYLINDER')
        layout.operator("mesh.primitive_cone_add", text="Cone", icon='MESH_CONE')
        layout.operator("mesh.primitive_torus_add", text="Torus", icon='MESH_TORUS')

        #
        col.operator("mesh.primitive_plane_add", text="Plane"),
        col.operator("mesh.primitive_cube_add", text="Cube")

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

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

if __name__ == "__main__":
    register()

but when I try to ecris as a drop-down list, like this:
How to make compare with Menus
I haven't succeeded, someone help me how writing in menu panel?

the easy way by reusing existing UI code

code:
import bpy

class CustomPanel(bpy.types.Panel):
    """A Custom Panel in the Viewport Toolbar"""
    bl_label = "Generate"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        obj = context.active_object
        mode_string = context.mode
        edit_object = context.edit_object

        layout = self.layout
        col = layout.column()
        col.label(text="Generate objects:")

        if mode_string == 'OBJECT':
            layout.menu("INFO_MT_add", text="Add")
        elif mode_string == 'EDIT_MESH':
            layout.menu("INFO_MT_mesh_add", text="Add")

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

code (the explicit way)
Gives something like this:

import bpy

def execute_operator(self, context):
    eval('bpy.ops.' + self.primitive + '()')

class MyShortAddonProperties(bpy.types.PropertyGroup):
    mode_options = [
        ("mesh.primitive_plane_add", "Plane", '', 'MESH_PLANE', 0),
        ("mesh.primitive_cube_add", "Cube", '', 'MESH_CUBE', 1),
        ("mesh.primitive_circle_add", "Circle", '', 'MESH_CIRCLE', 2),
        ("mesh.primitive_uv_sphere_add", "UV Sphere", '', 'MESH_UVSPHERE', 3),
        ("mesh.primitive_ico_sphere_add", "Ico Sphere", '', 'MESH_ICOSPHERE', 4),
        ("mesh.primitive_cylinder_add", "Cylinder", '', 'MESH_CYLINDER', 5),
        ("mesh.primitive_cone_add", "Cone", '', 'MESH_CONE', 6),
        ("mesh.primitive_torus_add", "Torus", '', 'MESH_TORUS', 7)
    ]

    primitive = bpy.props.EnumProperty(
        items=mode_options,
        description="offers....",
        default="mesh.primitive_plane_add",
        update=execute_operator
    )

class CustomPanel(bpy.types.Panel):
    """A Custom Panel in the Viewport Toolbar"""
    bl_label = "Generate"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    def draw(self, context):
        layout = self.layout
        col = layout.column()
        col.label(text="Generate objects:")
        col.prop(context.scene.my_short_addon, "primitive")

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.my_short_addon = bpy.props.PointerProperty(type=MyShortAddonProperties)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.my_short_addon

if __name__ == "__main__":
    register()

You were close..   Do I need to explain what's going on here or do you think you can figure it out?

Sorry, thank for this script
so, when i click for example in mesh cube, Box appears as the following picture:
[IMG]http://i64.tinypic.com/2vx3e3s.png[/IMG]
how to add this, knowing that I created a script that tied between number of cubes and dimensions

Now you are asking a separate question. Ask another new question. Personally I would simply hit F6 directly after adding the primitive, that's the Operator Properties.  I'm not sure if it's possible to display those inside your addon's panel..  -- that wasn't part of your original question.

ok no problem, thank you again, I expected someone who can do that.

it might be possible but you should ask a new separate question if you want an answer

something like "is it possible to display the Operator properties of an Active Add Primitive operator in a Custom Panel"

for example the active operator : bpy.data.window_managers["WinMan"].operators[-1].properties.segments = 10 , if you just added Primitve UV Sphere

not work this, each mesh has properties!

Let us continue this discussion in chat.


text:
Translate all vertices of all selected objects
I have a lot of objects. I need to translate every vertex of every object by an offset, without moving the objects origin. For a single object, I can do this Tabbing into Edit Mode, selecting all with A, and then translating with G. I would have to repeat this for every object.
If I select every object in Object Mode, I can translate everything with G, but the transform is not applied to just vertices; it moves the origin, too. I need this to export the mesh with Ogre exporter.

After placing the objects you can Apply Transform:
Object -> Apply -> Location.
Note that the Exporter should handle this and you could report a bug to the author.
So far the answers here have focused on how to do this from Python, but Im not sure why that is, the question isn't asking about scripting and there is a tool handle this.

why focus on a python solution? maybe to provide general solutions that could apply in more scenarios than just the question description. The title might attract different use cases.

@zeffi, I don't think we should be giving answers that involve knowing Python unless its not possible from the default tool-set.

This is really what I was looking for! Just so simple...

This might not be the best solution, but being a developer I can't resist myself from posting this answer... :-)
Open console and type following:
# Move mesh vertices without affecting its origin
def move_by_amount(x, y, z, only_selected=True): # Default is True
    if only_selected:
        meshes = (obj.data for obj in bpy.context.selected_objects if obj.type == 'MESH')
    else:
        meshes = bpy.data.meshes
    for mesh in meshes: # We move selected/all meshes
        for vertex in mesh.vertices:
            vertex.co += Vector((x, y, z)) # See comments

# Replace with your own x, y, z coordinates
move_by_amount(10, -15, 5, True) # True to move only selected objects
move_by_amount(10, -15, 5, False) # False to move all objects
move_by_amount(10, -15, 5) # Default is True to move only selected objects

This has at least passed a basic test with few cubes without changing origins. Please test with your data. You can always undo if things go wrong! ;-)

Even if zeffii's solution works, this function solution is more elegant.

@zeffii yes.. I've already written that in comment. But we can add one more simple for loop in exchange of simplicity... :-)

Suggest to += a Vector() rather then x,y,z - which will be slower because of multiple attribute access and internal update functions.

Also note, typically you wont want to access all meshes in a blend file, so useful for an example but if you write a tool, use visible/selected objects from the context.

@ideasman42 Thanks for feedback. Just compared with Vector() solution with timeit, but the total difference is not more than 0.02 sec (for mesh having over 100K vertices, so about .2 microsec per vertex). And I say difference because in some (few) cases this solution is faster (by negligible amount). So I'll keep it as it is and add a comment regarding this.

I also talked with my friend who's an artist, and I learnt about Blender artists terminology of dealing with selected objects. So I'll update answer to consider only selected objects (and fill the developer-artist gap :P)

Well... updated for community demands :/

Heres a solution that avoids accessing verts one at a time.
Theres also the gotcha that an object may share mesh data, so you wont want to transform these more then once (thats why its using a set).
import bpy

def move_by_amount(x, y, z):
    from mathutils import Matrix
    matrix = Matrix.Translation((x, y, z))
    mesh_unique = set(obj.data for obj in bpy.context.selected_objects)
    for mesh in mesh_unique:
        mesh.transform(matrix)
        mesh.update()

# Replace with your own x, y, z coordinates
move_by_amount(10, -15, 5)

I like this one way more than my solution, which i will delete now. Definitely good to encourage the use of Matrix :)

Well... this applies to me too... I recommend OP to select this instead of mine :) I learnt about Mesh.transform.


text:
Faces black/flickering

How do I make the two strange faces normal? I have tried several things with the normals, as shown in the gif, but nothing helps.

i try all the possibility normal flip, recalculate inside and outside but yet to i cant get the clean face or normal faces

cheeky question: how many faces are on top of each other? :)

Your model seems to be composed of several meshes. Check if they have overlapping faces.

Those aren't Normals, those are Doubles
Just select "Remove Doubles" in mesh options (W)


text:
How Can I Merge a Separate Edge Loop into a Face?
I have an edge loop that is part of the same object as the box shown below. I would like to merge it into the face that it is on top of to make the geometry all one.

I would suggest using the knife project feature.

For creating the rounded square you see, I created a circle and delete it some verticles, but the circle isn't connected to the main mesh, even if it's in the same object, i'm stuck at this point :/

See my answer. It has more details.

i'm sorry but cegaton saved my life this time :/ (and i know how to use the knife) thank you for the effort you made.

Knife Project
If the vertices and box are two separate objects, great! If not, select one vertex of the edge loop, key Ctrl + L to Select Linked, key P to open the Separate menu, and select By Selection.
Move the loop away from the object on the Y-Axis a bit. Key Numpad 5 to enter Orthographic View. Key most likely either Numpad 3 or Ctrl + Numpad 3 (whatever view shows the loop in front of the box).
Select the edge loop, then the box, then key Tab to enter Edit Mode for the box. Select the one face you wanted to add the vertices to, key Ctrl + I to Select Inverse, and key H to hide the other faces. Key Space, type Knife Project, and key Enter. Key Alt + H to reveal the other faces.


text:
Rendering Diffuse Color pass in Cycles
Can I render just the Diffuse Color Pass in Cycles? I tried to check just Diffuse Color Pass, but it rendered the whole image anyway.

To the best of my knowledge, it is not possible to directly render only a single color pass in Cycles. However, after rendering your image, you can access the different color passes by using the compositor.
Before rendering, make sure to go to the Render>Layers menu and select "Direct", "Indirect", and "Color" for the material type you want to single out. This makes sure that you have all the necessary color passes when you get to the compositor.
In the compositor, instead of using "Image" as input to the Composite node, you want to combine in some way the three color passes "Direct", "Indirect", and "Color" for your material type. In the example below, I used two Color Overlay nodes as shown in my compositor setup.
My original image:

Diffuse Color Passes only:

Glossy Color Passes only:

My Compositor Setup:

Alternatively, if you aren't interested in preserving lighting and shadows, you can just use the Diffuse Color input directly to your composite node.

I know how to work with passes. My question was, if there is a possibility of rendering just one particular pass. I can see now, that it is not an option. Anyway, thanks for help.

Turn off "Combine" in the passes panel.
Then use diffuse as compositing output.

That doesn't work. It still renders the whole image

@wlosokjan what do you mean by the 'whole image'? Upload a picture of how this looks and share the link.

You will always see the 'whole image'. You can access the individual passes from the image editor or the compositing node editor.

(Ok, lets see if i can write a proper answer)
With this render machine you will have to activate the render passes of your choice (in your case the three under Diffuse) and in compositing you will have to combine them ((Diffuse indirect + Diffuse Direct)*Diffuse Color) together, sorry if this is not much of help, dont really work with cycles, i think Bartek Skorupa have some really good tutorials in compositing on Blender cookie for cycles, check them if you want a deep explanation :)
Edited: Sorry, i explined for the wrong render machine

Basically what i want is result similar to render with shadeless shaders (solid color). I know I can replace materials with shadeless materials, or write solid color shader, but i have scenes with a lot of materials and it seems, that rendering diffuse color pass is easier. Here link is the result i want (image on top is full render, image at bottom is what i want).
The main problem is, that even if I check just diffuse color pass, it renders the full image first (top image).
I just realized, that it is probably not possible, but i want to be sure.

Hi !! Yeah, what you want is the diffuse color pass (This pass is used by the program to multiply the light that impact a zone in your render), to obtain this pass just click "Color" under "Diffuse" in the Render Passes Panel.


text:
What are some useful ways to optimize my work flow while using blender?
I am not sure exactly what I am missing when it comes to the optimization of Blender but I wonder if maybe there is some tips that may help me to better optimize my scenes to get a great output while also balancing performance.
I feel that lacking knowledge is the problem in this case. So I ask...
EXAMPLE: This image looks awesome in Blender but this is the output image at 500 samples and it looks like crap. Like a smudged charcoal painting or water color painting. Not what it looks like in Blender. In blender it looks great. Almost all my images come out like this. I add Light, I add occlusion, I reduce and raise Light bounces, I have 8 lamps in this scene as it sits. it feels to me like all the light is getting absorbed by the objects in the scene. But when I render the scene in blender. The image in blender is crisp clear and you can see it. I veiw the saved image, and it looks like this. like smudged water color....
NOTICE: There are very little fireflies. This is why I say this question is not a duplicate. I don't really have an issue with fireflies. Just poor quality output.

Possible duplicate of How to reduce fireflies in Cycles?

IDK Maybe I am just a perfectionist...I am an artist after all....and a Scorpio to boot

I wouldn't call it a duplicate. Similar perhaps...

So I managed to figure out a solution to this problem, I figured I would share it as it is a good solution.
I Re-adjusted the lighting by removing all lamps and adding a Sun lamp, environment, a portal, and a point lamp to offer a night-time atmosphere.
Closed the scene off by putting an open face Box around the scene instead of having a plane and just the far back walls open to the environment.
Added a window to the opposing side of the box and put a portal lamp in the window to emulate the sun setting through the window.
Added a sun lamp to adjust the shadows for a more realistic sunset/night feel.
Raised the overall quality from 50% to 100%
Image
Much better I think. In the process of doing this, I discovered a way that I can optimize my work flow and increase the quality by another 100%.
UPDATE This video has helped me to understand where I went wrong in this scene, and I think that it is fairly good bit of info to have and clings to this topic.
https://www.youtube.com/watch?v=m9AT7H4GGrA


text:
How do I host my Blender-Made game so others can play online?
My question is: When we are finished creating the game in Blender, how do we let others play it? Is there a game host service through Blender? or do we need to purchase a server from a 3rd party provider?

I'm voting to close this question as off-topic because this question is not about Blender as described in the help center, and in my opinion is out of scope for Blender Stack exchange.

Please don't take this the wrong way, but if you/your company even has to ask this question then you are not ready to make a MMOG.

Not to mention, I am asking how do I host the BLENDER GAME that I create WITH BLENDER. It is a legit and honest question. I posted the question in the BLENDER GAME ENGINE forum because it is a question ABOUT the BGE.

Blender Game engine has no built in networking or online capabilities as far as I know, it can't be "hosted" on its own without some serious modification/coding. From this point onward any development necessary to achieve this is no longer considered on topic here.

So okay, Thank you for your reply. It is very relevant question. "How do you host the game when you are done creating it?" What I gather from your comment is that, I would have to find a 3rd party host....No problem. Question answered. All that other stuff is what was irrelevant. Why do you folks got to be so hateful.
All you had to say is....: "You need a 3rd Party hosting service," Done!

The reason I asked is because that is the one thing that is not explained to anyone. If you can't host the game for others to play what is the point in making it with blender. So you can email it to your friends so they can play it in Blender? I mean c'mon Now? Really? How is this not a relevant question? People using Blender NEED to know this stuff. Completing a game also includes what to do now that it is created.

I found that Blender DOES have a built in Service.... https://www.youtube.com/watch?v=b7qZAW0HzQU

@TravisTrapani - python includes network support that can be used in the game engine to transfer data between remote players or a central server. To share your game once created you could create a repo at github or a similar project sharing site or use a file hosting site like mediafire. itch.io offers game file hosting as well as payment services. If you want to have a central server that players use to play online together you will need to setup your own server.

Creation and Build
Blender is a "creation tool". You can create Blender games (and the assets) as application with it.
Blender supports you in a way that it builds the application and data files that form your game. It is not designed to act as application server outside of the development pipeline (running the game embedded inside Blender, or starting it from within Blender).
Running
The user runs the game on his own starting the game as standalone application.
The usual way is to start the blenderplayer and feed it with a blend file which contains the game's data.
blenderplayer.exe myFancyGame.blend

For your service Blender can bundle the blenderplayer with such a blend file forming a application file (still needs the libraries).
myFancyGame.exe

Be aware: in this case all content of the application file (what is inside the blend file) has to be published under GPL as the blenderplayer is GPL (see Blender licence).
Publishing
Typically you somehow provide the user a way to get all the necessary files (blenderplayer/game file/blend file/linked assets). This can be a download/CD/stick or whatever. This is outside of Blender. There are other applications that help you on distribution (e.g. creating an installation file, hosting a download page, offering update service)
Distribution
If you want to create a multi-instance multiplayer game you need to split the game into different parts anyway. Each user gets a client that runs on the user's environment. These clients can connect to each other (peer-to-peer).
You can run one or more servers that help to connect (lobby) and synchronize (game server) the different game instances (client-server).
Each part (server, client) needs to be published separately as they are installed at separate environments.
When you want to run the central servers I suggest to look for some third-party-services to help you on that. Blender can provide the application, but not the application server - not even a website. That is outside of the scope of Blender and outside of the scope of this answer.
Remark: this is an architecture decision. You create the client with Blender (or other tools) you can create the server with Blender (or other tools) as long as they can communicate with each other.
Running embedded
This is a followup from the comments.
You can run your game embedded inside Blender. This is typically part of the development process.
The average user does not want to start Blender, load a blend file and run the game from there, specially as it is possible to break something while having the blend file open.
Nevertheless it is possible to run your game embedded. You might even support the user with auto start script (starting the game when opening Blender).
This means Blender is part of your game (you need to deliver Blender and the game assets).
The advantage would be that the Blender API (bpy) is available. Be aware this still does manipulate Blender data rather than data of a running BGE game.
You could use this option to run your server. This way the end-user does not see Blender just the individual client. The clients can be the usual BGE applications.

"Blender can provide the application, but not the application server - not even a website." - Are you sure? Blender supports python scripting. If you can get a python script to listen on a port, you should be able to do all that, website and server. Having blender as the server applications could have an advantage for server-truth situations.

That would be your own code - not Blender. I'm sure your code would run as standalone python application even without Blender. Yes, you can run Blender (and/or the embedded game) as the game server. This makes sense within the development phase (the same way as you start your game embedded). Is this the right choice on a production environment?

Well, you may gain benefits by piggybacking off blenders built in functionality, having the server do the physics is one example. Of course running an instance of blender does have a huge performance overhead.

When the server is running physics it is the BGE (= the server part of your game) that runs it (unless you want Blender physics).Your game is still a separate application. There might be one benefit: Running your game embedded allows it to access the Blender API (bpy). Something that BGE games usually can't do. This might enable you to create new blend files on-the-fly (it will not manipulate the running game session).

Thank you guys for your replies. It is very pleasing to get a reply rather than people ridiculing me for not knowing. I don't know codes, but in "Game Development" it is advisable to form the overall play and development of the game with a team or crew. One such crew has begun building. I also found that the most direct and hassle free way to do this is to set up the game and libraries with Blender, then use a separate computer as a dedicated server running Blender internal Network service, Pay for hosting for that dedicated server, and upload the game files to that host.

I also found that the comment from @Duarte Farrajota Ramos is wrong completely. Blender DOES have Networking services that can aid in the hosting of a game. I just need my own Server. I use a re-built Dedicated. More than Likely Duarte Farrajota Ramos is using an older version of Blender. Blender now has a Network Renderer. which means that it needs to link to an already made and on line game for updating the game as people still play This should say that Blender has the ability to do this.....But thanks for the comments.


text:
GPU rendering Crashes Blender
I have nothing but all factory Defaults and a simple cube....(Typical Start-up with a changed theme.)
1 Month ago, I installed Blender 2.78c as an upgrade from 2.77. I had this issue then too. I was able to use GPU for renders until I installed 2.78c before. Somehow I found a forum that had a working fix. It worked! :D but then later, I installed Blender 2.79 and lost the OpenCL option in the user pref. but I was still able to select it in the properties window under render even though it was grayed out.
It seemed to work okay, slower than before but faster still than CPU. Then I installed Sensei Format and then everything went to crap. CPU Render times Shot through the roof and my computer slowed way down just to use Sensei. I uninstalled Sensei and everything went back to normal except now with 2.79 I lost the ability to choose GPU compute under render in the properties panel and still didn't have the OpenCL option in user pref.
So today I uninstalled Blender completely and wiped the computer of anything blender. Updated my graphics driver (Which needed to anyway)then reinstalled Blender 2.79. No good Nothing worked. Only CPU and it took 7.5 hours to render 35% of a scene containing a cube with a glass shader, a UV Sphere with a glossy shader and a basic sky texture. No way that should have taken that long with 8gb of RAM and a duo-core proc. So I did another complete blender wipe and reinstalled Blender 2.78c. That same scene rendered in 3.5 min. with CPU. So obviously this reinstall was good. Better CPU render time and I had the option for the OpenCL back in the user pref. However, when I select GPU (It is no longer grayed out) it gets stuck on loading the kernels and stays at 0% for 30 min before finally it crashes the computer. This is where my problems lay.
UPDATE: I have discovered that the reason Blender wont render on GPU is because when it starts, the Loading of Kernels drives my Physical Memory into the ground. Is there a way to fix that?
Graphics Card Specs:
Card name: AMD Radeon HD 7480D
   Manufacturer: Advanced Micro Devices, Inc.
      Chip type: AMD Radeon Graphics Processor (0x9993)
       DAC type: Internal DAC(400MHz)
     Device Key: Enum\PCI\VEN_1002&DEV_9993&SUBSYS_1850103C&REV_00

 Display Memory: 4039 MB

Dedicated Memory: 480 MB
  Shared Memory: 3559 MB
   Current Mode: 1920 x 1080 (32 bit) (60Hz)
   Monitor Name: Dell E2416H(Analog)
  Monitor Model: DELL E2416H
     Monitor Id: DELA0C9
    Native Mode: 1920 x 1080(p) (60.000Hz)
    Output Type: HD15

    Driver Name:

aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver File Version: 8.17.0010.1404 (English)
 Driver Version: 15.201.2401.1001

    DDI Version: 11

   Driver Model: WDDM 1.1

Driver Attributes: Final Retail
Driver Date/Size: 2/17/2016 10:36:30, 1469808 bytes
    WHQL Logo'd: Yes

WHQL Date Stamp:

Device Identifier: {D7B71EE2-DAD3-11CF-F076-5A38BEC2C535}
      Vendor ID: 0x1002

      Device ID: 0x9993

      SubSys ID: 0x1850103C

    Revision ID: 0x0000

Driver Strong Name:
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 Rank Of Driver: 00E60001

    Video Accel: ModeMPEG2_A ModeMPEG2_C

Deinterlace Caps:
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   D3D9 Overlay: Not Supported
        DXVA-HD: Not Supported
   DDraw Status: Enabled
     D3D Status: Enabled
     AGP Status: Enabled

Computer Specs:
Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_ldr.170512-0600)
       Language: English (Regional Setting: English)

System Manufacturer: Hewlett-Packard
   System Model: HP Compaq Pro 6305 SFF

           BIOS: Default System BIOS

      Processor: AMD A4-5300B APU with Radeon(tm) HD Graphics    (2 CPUs), ~3.4GHz

Memory: 8192MB RAM
Available OS Memory: 7630MB RAM
      Page File: 3577MB used, 11681MB available

    Windows Dir: C:\Windows

DirectX Version: DirectX 11

DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled

 DxDiag Version: 6.01.7601.17514 32bit Unicode

I am using Blender 2.78c (Downgraded From 2.79 with Sensei Format). Sorry for all the information.

I found some release notes for 2.78c and the picture showed the same Card I use with the same "Scrapper" in the Device window. That user used GPU Rendering with absolutely no problems. Why would I be having these issues?

UPDATE: I have discovered that the reason Blender wont render on GPU is because when it starts, the Loading of Kernels drives my Physical Memory into the ground. Is there a way to fix that?

I had a similar issue, I'd set GPU render, it would say "loading render kernel (this may take a few minutes) and after a few seconds, crash to desktop with no error.
I'm not an expert so this may be off but my understanding of how blender works is, if you want to render on GPU, it has to compile that kernel and it saves the info in a folder, in windows that folder is something like:
C:\Users\YourName\AppData\Roaming\Blender Foundation\Blender\2.78\cache\kernels
If you have existing kernels in there it may try to use them. So step 1 is, if you ever install a different version of blender (or try to reinstall the current one) then you need to clean out this folder or maybe just delete the entire Blender Foundation folder if you want to ensure a clean install.
For me, changing the geometry or materials or whatever didn't seem to help, and the video card was pretty good (R9) and the ram is good (32 gigs) so I figured it was more of an issue with blender not communicating with the GPU properly, as opposed to a lack of horsepower.
So I did a clean reinstall, removing the old blender folder and searching for registry stuff (there isn't any really)... and unlike before where I'd experimented with 2.8 and 2.79, I just used the recommended version (2.8c) and used the windows 64-bit .MSI installer.
I also updated my video card driver. I'd tried that once but I had a slightly newer version so I did it again. Rebooted.
I then checked preferences-system and checked the option to enable GPU rendering... and in the past, that had something about OpenCL and listed my card, but this time it listed something I hadn't seen before, "Hawaii"... I googled and found out that's the codename for my video card's chipset or whatever. So it was recognizing my card differently than in the past.
My render using GPU worked fine this time. So I guess tl;dr is
• delete C:\Users\YourName\AppData\Roaming\Blender Foundation\
• Update video card driver
• Install the latest non-alpha or non-beta version of blender
• Confirm your card is recognized in preferences, as you enable GPU render.
And lastly, even though I said the issue wasn't a lack of horsepower, I suspect 8 gigs might be a bit low for rendering? I looked it up and your CPU can handle 32. The ram isn't as cheap as it used to be but IMO you shouldn't try to run without 16.


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Good AMD GC but only find "SCRAPPER" where there should be a compute drop down menu
I have been trying to get my AMD Radeon card to finally be recognized by Blender. It was working beautifully then I installed the Sensei Format and all of a sudden I lose my ability to render with GPU.
I was using Blender 2.79 and had to downgrade to 2.78c to get the OpenCL option to enable but now Under it all I get is Scrapper.....
I have GPU selected in the settings to the right. It used to be grayed out even before. Now it is not. But where did all my card options go in the drop-down window. It was replaced with Scrapper.... when I turn scrapper on, and hit render whilst using GPU, Blender crashes
Here is My DXDiag:
Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_ldr.170512-0600)
           Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
       System Model: HP Compaq Pro 6305 SFF
               BIOS: Default System BIOS
          Processor: AMD A4-5300B APU with Radeon(tm) HD Graphics    (2 CPUs), ~3.4GHz
             Memory: 8192MB RAM
Available OS Memory: 7630MB RAM
          Page File: 3577MB used, 11681MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
   User DPI Setting: Using System DPI
 System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
     DxDiag Version: 6.01.7601.17514 32bit Unicode
Here is my UP...

UPDATE: Apparently Scrapper is the Device's code name. Now to figure out why it crashes blender to Render using GPU

So far no real fix found....I have searched every possible search combination in google to figure this out. I did, however, figure out that "Scrapper" is the code name for the GPU Compute my card uses. So I will attempt a further research using Scrapper when refering to GPU or my AMD CCard

Absolutely NO References to Scrapper. I did come across a release notes for 2.78c that shows a picture. In that picture Scrapper was in the Compute Device area just like mine. the user was also using the same exact card and blender build on the same Win 7 OS. the user also used it with NO problem....Why am I having this issue?.....There has got to be something that can fix this.

The answer is simple. Scrapper is the code name for the GPU Device used on my card. The reason Blender crashes when it begins to load the Kernels, is because my graphics card only has 512MB Memory. So when the loading starts, It uses up the entire 512MB of memory, then crashes when it realizes it needs more and can't get it (so-to-speak). My card is supported, I just need to get  one with more memory. :D

Didn't like my answer? lol


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Separate Selection and Ctrl Z
I am following a video tutorial (jeep wrangler). The tutor separates a part of the mesh and then press Ctrl+ Z.
This brings back the selection to the same layer, but it is still a different mesh from the rest.
I can not manage to do the same in Blender 2.8
Any idea why ?

Whats the result in Blender 2.8?

it would be better if you linked the tutorial   :/

@Yash When he separate and then press ctrl+Z he gets the original mesh + the separated one. So when he goes to object mode he can pick either the entire mesh or the new separated layer. When I do that I get an undo: I get back my separated mesh to the original and basically the mesh is the same as before. I managed to do it by duplicating the mesh and just erase the parts I did not want from the duplicated one.

@moonboots Unfortunately the video is not online. It is a paid one.

Perhaps share some screenshots?

@moonboots Hi, I am not sure if you would appreciate anything from a screenshot of him pressing P ...I am thinking how to document in order you to help me. I need help, but not sure how to show in a jpeg what is happening....I will try!

I don't know what he did but if you want to duplicate a part of a mesh, select it, press shift D, then P to separate.

I think the tutor confused you! Also can't guess what would be the confusion! If the video is downloadable please download it, cut the duration of where you are confused(because you paid for it and can't share the whole tutorial for free), upload it to a file hosting site like Google drive and link it here so we can better understand it! Also try what @moonboots was trying to say!

I contacted Chris Plush (the tutor) to ask him if I could upload a video recording of my screen on that specific part. Hope he agrees and I can share this with you. Thanks for your help!

Apparently it is related to 2.8 version. I wrote to Chris Plush and he tested it. In 2.79 when Ctrl+z on edit mode works different and you will bring back the separation and keep the original mesh at the same time. Now with 2.8 is not possible. So I proceeded by duplicating as you suggested.

I know this is an old post but I came up against this very same problem myself today while using 2.82 and was able to find the a way to replicate the result Chris Plush had, so it's likely this post will come up in a google search in the future :).
Select the vertices hit Shift + D to duplicate them and right-click to keep them in place.
Press P to separate.
When you Tab out of edit mode you will have the smaller mesh for the front side panel and the side guide mesh will have remained intact.

Yes I did that too :) I think that is the only way


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Rig Not Working Properly

I have more or less finally rigged this character. However one of the gloves will not move (not a huge issue as I can work around this in the animation) however, the shoes are not working properly.
When I move one shoe, the other moves and warps slightly with it! As shown in the image below. I have tried separating them in edit mode as loose parts but I am not sure how else to go about this. I don't really want to have to start again with the rigging process!

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

should be there now cheers

you need to give us the address  ;)

It looks like your boots are parented to bones that they are not supposed to. The simplest way to fix it is to select them in Edit mode, then in the Properties panel > Data > Vertex Groups > on the right of the vertex groups list, click on Remove from All Groups so that this part of the mesh won't be controlled by any bone. Now, keep your armature in Pose mode, select your object, go in Weight Paint mode, select the bone to which the boot is supposed to be linked and paint the boot with a brush in Blend > Mix mode.

im not sure how to keep my armature in pose mode while selecting the object?

I tried it and it didnt work- not sure if i am doing something wrong as i havent used the brush before. the boot just keeps deforming as i move the leg


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After downloading my models rigged from Mixamo they no longer have any materials, is there a way to fix it?
Mixamo does a decent job when I need to rig something fast but the fact that all material are gone "compensates" the saved time, forcing me to do it again

https://blender.stackexchange.com/questions/57531

thanks =(.................