text:
How to approach the modeling of duct work, piping, wiring?
I'm wondering how to approach duct work, piping, and wiring?
In the past, I have used the spin tool to make corners, but I find it very cumbersome.
How do you do duct work and piping? I have seen people use curves, but I find it's hard to get straight 90 degree angles or just uniform angling across the whole model. It's also hard connecting piping together if they started from different locations.
Here's some reference:

Curves and objects with array modifiers set to follow the curve

Related: http://blender.stackexchange.com/q/21761/599

Two other ways to make pipes: Vertex extrusion and Spin tool.
A fun way to make pipes is first to create with simple vertex extrusions:

Then bevel the angles (Ctrl + B and tweak the parameters in the Operator box):

Convert your mesh to a Bézier curve (header menu → Object → Convert To → Curve):

Then bevel your curve to give it thickness (Properties panel → Object Data → Geometry → Bevel). After that, reconvert to mesh, give it a Subdivision Surface modifier, and a smooth shading...

Instead of converting to curve you could give your mesh a Skin modifier (CtrlA to change the vertices radius):

When you're good, apply the Skin modifier, give your object a Subdivision Surface modifier:

Another way is to use the Spin tool. Switch to top view, select the edge, put your 3D cursor where the center of the rotation is supposed to be:

Select the Spin tool:

Rotate the edge, use Ctrl to constrain to 10° by 10°, tweak the Operator box parameters if necessary:

Thanks.  With my limited knowledge of Blender and looking at the different ways I am thinking I would use the Vertex Extrusion method as it seems to me to be the easiest the 'wrap the 'pipe' around corners on the fly and correctly follow the sides of the docks.- I am wondering how to get the lengths of the pipe to 'fit' around the docks and the vertex extrusion appears to be the easiest way. Please tell me

"how to get the lengths of the pipe to 'fit' around the docks", I'm not sure to understand where is the difficulty, maybe elaborate?

Well consider the letter E as docks and that each leg is wide (actually my docks have the appearance of the letter from overhead). For this example (of learning) I want to add 'pipes' (say) all around the periphery of E and I was thinking that I need to know how long each leg is allowing for the fact that the 'line' will be expanded into a pipe shape later and also allowing for clearance at the 'corners'. What if I make each part (between the bends ) the wrong length,  is  there a method to change the length of each 'leg' a a later time. Also how to change direction for the extrusion.

you can always move the parts you want, also you can fatten/shrink your pipe, etc... you need to give it a try and you'll see the advantages and limitations I guess

Thanks but do I need to add a new vertex (and extrude it) at every change in 'direction (on the X, Y axis in my model) or can a single added vertex by made to extrude for a set distance and then extrude in a different direction. The first image in the tuition above for using vertex extrusion shows a 'line' going in a number of different directions

could you please edit and show an example in your original question? The problem with curves is that you can't create multiple directions (a vertex can't be connected to more than 2 vertices), is it your problem here? It doesn't seem to be the case in your original question

NO my 'problem' is not 'here'. I don't want multiple directions just one direction but changing consider the letter L. The bottom leg changes directions from the horizontal to the vertical. Maybe the axis can be stipulated when extruding. Sorry its late and run out of time to check. Will have a look in the morning.

Next morning. OK YES you can change the direction when extruding (using LMB) but can you FORCE the extrude to go along ONE AXIS ONLY (my eye hand co-ordination is not wonderful)?

when you extrude (E) you can stipulate the direction with X, Y or Z if this is what you're asking

Yes but I was (trying to) select an axis after selecting extrude from the (edit mode) icon which doesn't seem to allow selection of an axis BUT pressing E (for extrude) then then the axis (X, Y or Z) DOES.  A bit tricky. Do keyboard commands often work differenetly from selecting a 'command' via an icon?

Most of the time I use the shortcuts, but if you use the extrude icon you can still press the axis you want while dragging the yellow gizmo

Thanks but .I find that MUCH more difficult to do. More difficult than pressing the E key and the the key for the axis I want.


text:
Problems with material preview, wireframe and rendered modes
Viewport shading (material preview) is not working, and Viewport shading (wireframe) works only in edit mode, in object mode does not work, but should work in both. Viewport shading (rendered) also does not work, it fixes by switching from eevee to cycles. The blender has been reinstalled several times, the video card driver too, and Windows has reinstalled a bunch of times. Please help solve the problem!
P.S. Video with glitches is available on Google Drive at the link below
https://drive.google.com/file/d/1VsWSRUYS8oDy8Qbej4yfqoT951KGI_Gh/view?usp=sharing

Long and the short of it is that the latest AMD Adrenalin drivers cause this issue. Roll back to an earlier driver version, or enable "High Quality Normals" in the render properties panel.

source: Stack Exchange

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

sort: votes


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Find users of a material / texture / image which is not displayed in the outliner
How can one search by name for a material / texture / image datablock that is not displayed in the outliner, for example because it's buried somewhere deep inside a node tree?
Let me please describe some typical use cases to make more clear what I'm talking about:

When a material / texture / image datablock is 'buried' in the node
tree, not displayed in the outliner, and you have a lot of materials
with complex node trees, you often have a hard time finding one by
name.
For me, the most common use case is to find if seemingly-orphaned
datablocks (mostly named xxx.001 etc.) are still in use somewhere:
There are often some datablocks which stay orphaned in the blendfile
because the user count has not been set to zero correctly, and the
more complex the shaders, the more likely this is. You can
shift-delete them, but you have to make 100% sure that they are not
in use anywhere.
Besides this, it is often necessary for complex materials, especially when you
have been linking/appending and copy-pasting parts of the node tree
from other files. If the appended part uses, for instance, a texture with a name that is also used in your destination blend file, you may have to check if the textures are identical, and therefore find the other one.

Once saw an addon which did similar stuff, but not exactly this. Don't remember which, unfortunately.
Any ideas how we can make our lives easier keeping our blend files clean?
Best greetings, Michael

You might be able to write a quick bit of python like in this answer.

maybe this is the answer... but still I hope it's not... to my understanding, this means your script, in order not to be a workaround, but a safe and clean solution, would have to 'manually' iterate over every type of datablock that you can imagine as a user.  Is this right? Or is there any other possible, cleaner way maybe?

Yes, it's what that script does. I can't immediately think of any other way, but even on large files it shouldn't take that long (maybe a few seconds at most).

You can set your outliner to Blender File mode. This will show even datablocks with no users. Under materials you will find a list of all materials in alphabetical order. You can even search for datablocks by name in the small search field at the top:

To find users of a datablock, perform the same search in All Scenes mode instead of Blender File mode.

Yes, you are right. I'm often using this setting. However, the users of the datablocks are not shown... that's what makes it difficult (and why I'm asking).

I've found the file now in "Blender File" mode. If I click "Unlink" I get: "Not yet implemented". How can I remove this file? (blender cycles 2.72)

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


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nla editor - meta strips on multiple object base?
so far, I thought that NLA meta strips were good for sorting a whole scene's animation (and beyond). But I only found functionality on a per-oobject base.
What I mean:
in my animation setup, several objects' animations are so closely linked together that it does not make any sense to edit them one by one. As the animation became more complex, I needed a way to efficiently tweak several objects' animations / timing. An example:
An armature is controlled by several IK target objects, which are part of a path animation. while the path is also animated. Over time, it becomes near-impossible to edit each object one by one in a timely manner.
I need a way to group these object's animations. So far, I thought that this can be done by meta strips. But it seems to be impossible. (if so: why? It's so basic...)
Is there a way (even if it's an addon) to do this efficiently (emphasis is on efficiency, as modelers are always on a time pressure...)

I think this add-on may help you to achieve what your are trying to do. Please see the link for a video download and an explanation by "coyhot" the author.
Animation Joiner
Description of the content (from the link above):

Join them all !
So, I'm proud to present my Animation Joiner. I designed it with
  dynamic simulation in mind, but I found it could be usefull for
  character animation, too. My goal was to merge animated objects into
  only one mesh, animated by a MeshCache modifier and a PC2 file.
Why a PC2 file ?
PC2 is a binary cache file format, wildly use in production. It can be
  nativaly streamed in 3DS Max and Blender, but can also be used in
  Maya, Lightwave, Houdini, and many others. Because Blender doesn't
  have Alembic support yet, PC2 is for me the best to way to interchange
  animated object between 3D packages.
But when I wrote this addon, I wasn't thinking of interchange format.
  I was thinking of dynamic simulation, and more precisly Rigid Bodies.
  I work a lot with rigid bodies in Blender. And the most difficult part
  of the job is to manage cache files, specialy when you have thousands
  of debris. I dreamed about a technic where you can manage multiple
  debris as easy as only one mesh. And that's the goal of my addon.
Reducing the complexity of the scene
Select your debris, set the path to the PC2 file and click on Join
  Animated Objects. After few seconds, on the next layer, you will find
  only one animated mesh using a MeshCache modifier, streaming a PC2
  file. Now, you can duplicate (linked) the mesh and multiply the number
  of debris without rising the usage of the memory. And you can even
  offset the animation ! If you generate two PC2 files for the same
  debris, you can also crossfade from one Meshcache to another by using
  the Influence parameter.
Because you now have only one object, you can add any modifier on it,
  like a Bevel for instance. But you can also emit particles from all
  the debris really easily. You can even duplicate (linked) this object
  and add a Collision modifier on it. By this way, particles will be
  emitted by the debris, but they also bounce on them ! Try to do that
  when you have hundred of debris ... not so easy.
Same thing for the smoke : you can try to emit smoke from the debris,
  with a duplicated object set as a collider. With only two objects, you
  can see the smoke flowing through every holes in a falling wall !
Reshaping and retiming dynamic simulation
Because you have only one object, you can deform it during the
  animation by using a lattice of even shape keys. In the demonstration
  video bellow, you can see that I tweak the position of only one debris
  because it intersect with another one. You can also emit particles and
  use an Explode modifier, followed by a Solidify to generate more
  smaller debris.
MeshCache can be animated using different options. One of my favorite
  is the one named "Custom". Because, you can timeremap you simulation
  by only creating keyframes, slow it down (the position of each point
  will be interpolated !) if you want to create a slowmotion shot of a
  falling building, without the need to simulate it at an higher
  framerate !
Maybe I'm wrong, but I think it's easier for Blender to manage fewer
  objects with an high polygons number than a lot of objects with fewer
  polygons. I think it's because of the dependancy graph. So, if you
  take a look at the first image of this post, 4 millions polygons are
  used to generate debris of all the buildings. But I can run the
  animation at 3 FPS and it only take 500 Mb in RAM, because of the
  instances used in the scene. And last but not the least, Cycles start
  almost immediatly when I launch an interactive rendering !

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


text:
a fast way to join NLA strips?
In the NLA editor, splitting strips is just a matter of one key press.
I did not find a similarly easy way to join them again (except ctrl-z :D)
So far, what I usually did, was:

copy the last strip for reference
delete all but the first strip
adapt the length of the strip

If the strips belonged to two actions, it would even involve joining the actions by copy-paste and careful "trimming" of each action before.
Obviously, this cannot be the way how it's meant to be done :)
So my question is: How to do it correctly / efficiently and beginner-friendly?
(apologies if there is an answer to this question here. I searched the web for hours yesterday, but didn't find any)

You can use Bake Actions, while soloing the strips you want to join on their own track, to create a new action strip that combines the keyframes from both. Note that this will sample keyframes at regular intervals, instead of at their original positions.

There is a menu option and keystroke Ctrl-g to create a Meta strip that groups multiple strips.
It sounds like you want to undo the splitting of a strip, but that same operation also has to have a defined behavior if the two strips selected were not originally split from the same source.
The logic to detect that two strips were originally split from the same source would be non-trivial and have a fairly long set of test cases for a QA team to perform.

The background was that I unintentionally split up multiple strips because I forgot to deselect the non-active one. I noticed when it was almost too late, and spent quite some time fixing it.

Just rename the NLA Tracks with the same word.
And they work as one.

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


text:
How to effectively create game logic?
State of Blender's Logic Bricks
I've always been bothered by blender's logic brick system. I feel that it has problems concerning the following elements:

Speed
Customization/Complexity

Speed
In many of my previous projects that relied heavily on logic bricks, I've always had problems related to logic being executed one or a few ticks late. This led to a great deal of problems.
Customization/Complexity
For one, I feel that there should be a greater amount of logic bricks; however, there are many ways around this. Primarily, I dislike to a great extent the sheer limitations provided by the system. For example, consider the following setup:

What if I don't want SPACEBAR to trigger movement.jump(), but a key that will never be the same as it can be changed through, perhaps, a key-binding menu of the game? How can I have the key dynamic and always changing through logic?
What if I have a whole lot of logic all over the place? It would look extremely messy, and I would have to resort to other methods (e.g. spreading logic over different objects, creating more python to clean up logic).
My Method
Because of the lack of complexity and speed with blender's logic bricks, I've done anything and everything in python. Rather than using an array of sensors, controllers, and actuators provided by logic bricks, I've always stuck with the following setup:

And I hate it with abhorrence.
How does it work?
Rather than having a module that includes functions for movement, I would create a python script with a newly-defined class. The code would run every frame. Any script would always use the following:
import imp
imp.reload(script1)
imp.reload(script2)
imp.reload(script3)

This ensures that every script is reloaded as all of my logic is done via script. The logic, in this case (player script), would be included in the __init__() function.
All of my work seems extremely eccentric, unpythonic, and nonsensical.
But it is the only way to get everything working the way it should.
How would I go about this problem?
This has been bothering me to a great extent, and I tried leaving to another engine a while back (the reason for my long absence). Other game engines have systems for game logic that make complete sense and work perfectly. I do not know how to combat this issue. I read about the road plans for 2.8, and I found out that logic bricks will get what seems to be a complete revamp. Should I wait it out (an indefinite amount of time, maybe even a year or longer)? Should I continue with another engine?


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How to mix colors like in reality?
I'd like to mix the colors to get the exact color that you would get in reality, I realize that RGB is a completely different system, but I was wondering if anyone has experience with this.
In the picture obviously I get the White being an RGB system is very obvious. I'm trying to study this a bit but I don't know if I'm on the right way
Further clarification:
I would like to get the colors that would be obtained in reality (I think by subtractive synthesis) but I don't know this study very well, and I'd like to create a node that does this

Your node setup is most likely not what you wanted, to get "white", the right mix node will have to have a value of 0.666. Other than that, could you give us more insight of how colors are mixed in reality? What would mixing red and blue give e.g.

@Leander Hi, maybe I'll explain myself, white is obtained by mixing RGB colors, this is clear. I would rather get the colors that are obtained in reality as if they were mixing 3 real paints of that color

@Leander I think you should get a shade very close to black, more on brown, but I'm not a specialist in this studio, so I'd like to learn how to do something like this

Read this? What is your actual end goal. Why is just picking a color not a good option?

What you want is the multiply mode of the MixRGB node. You will notice though, that multiplying red and blue will result in black. This would happen in real life as well if your colors were pure red and black. But in real life, colors contain a range wavelengths and are already mixes themselves. You can't simulate that with simple RGB inputs.

@Leander Yes the link talks about what I mean, basically I want to get a knot (But it won't be easy) to manage the colors like in reality, for example I would like to obtain a derivative mixture of various colors (as if building a real paint)

Then you would have to know the spectral setup of your colors, right? These can't be represented by RGB values you plug into the mix. Blender most probably isn't the software for this problem.

@Leander Thanks for the answer, but I'd like to recreate a trick that does this, for example if you say the Mix Set to Multiply, you get the black setting the mix to the value 1.0 while I believe that in reality it is closer to 0.9, but not I am sure of this, so I was looking for an answer that would indicate a path to follow to reach this


text:
Is there a python command to package all the files in an existing .blend without it being opened?
I was wondering if there was a python command that packs existing .blend files, without having to open them.
For example having a folder full of 3d models with textures, videos , music,  inside, I was wondering if we could all pack with a for loop without having to open 1x1 files.
Edit:
I simply ask if there is a python mode, through a for loop to access these .blend files already saved and in the case pack all the files inside them.
I would just like to run this from a script on any project, even empty in the case.
If it does not exist, I also accept this answer, provided it is a correct answer.

You can do it using Blender in the GUI-less mode:

create a new Python script like this one (I'll call it pack_GUIless.py):
import bpy
bpy.ops.file.pack_all()
open the Command Prompt (Windows) or Terminal (Linux) and run the command blender --b [path_to_file]/test_file.blend -P [path_to_script]/pack_GUIless.py. You might have to put the blender path as well if you have a portable version of Blender. More info here:https://docs.blender.org/manual/en/latest/advanced/command_line/arguments.html

This will open blender in the terminal and close it as soon as the files of the test_file.blend project are packed, so it will be fast and clean (no GUI loaded).
If you need to do it do it many times you might want to create a .cmd script to make it easier, like this one I made for rendering purposes (so you edit the script with the path to the .blend file and run it, and it will do everything by himself).
Please mind that I didn't test this specific case, so you might have to tweak something

I find this alternative useful, but rather wondered if there is possibility via a script executable in blender via a classic python script

I'm not sure what you mean: do you want to pack the assets of a project in a script that is open in a different project, or do you want to do it from a classic python console not related to blender? The answer could be to use the GUI-less command I showed you in a python subprocess, I guess, but I'm not that clear on the question

I want to pack multiple .blend files by python script like addon script through any project, even empty, I would like to understand only if there is an api that allows it in blender.

No, .blender is not made to access other .blend files easily, but again, use a python subprocess. I never used them myself, but it's basically a way to start another script/program from python while the original one is still running. This way you can open other GUI-less Blender instance in background that open the specific files you want and pack their assets, then close. They will take a few seconds to do it, but the best thing about subprocesses is that you can continue working in Blender without any problem


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How to close popup_menu by python command?
I have a finesta on the fly, is there a python command that closes that "draw" it without having to take any action?
This is the example:
def draw(self, context):

    layout= self.layout
    layout.label(text= "My text")

bpy.context.window_manager.popup_menu(draw, title="My little panel", icon='INFO')

Edit:
Upon request, I add details of use.
This popup has some information that is updated during a timer-type modal process, so the panel is constantly drawn with updated data, the problem is that it overlaps with the previous ones, for a comfort I used bpy.context.window_manager.popup_menu() but the problem is that it does not close

why do you want to do that? popup menus close when you hover your mouse away...

Agree with Tareyes, please add any use case. Otherwise C.window.cursor_warp() should do it...

I have updated the answer based on your request

@brockmann C.window.cursor_warp() this actually moves the cursor always to the same position, but does not close the previous popups

You can specify any position right? @Pastrokkio

@brockmann C.window.cursor_warp(x,y)?

Yep, did you test that? @Pastrokkio

@brockmann yes I tested this right now, allows you to give the cursor a position, so the panel is always drawn in the same position (which for me is also fine) but just the old popups remain below it

Could you please add a minimal code example, how do you call both dialogs at once?

@brockmann  The draw event takes place inside a timer-type modal operator,
def modal (self, context, event): -> if event.type == 'TIMER': -> def draw (self, context)

Triggered every 2 seconds? Don't get it... sorry @Pastrokkio

@brockmann I have to have every modal "time loop" updated values in panel, this works, the problem is just the fact that it doesn't close the old panel

To be honest I personally still don't get what you want :) Anyway, I'm sure the others will, good luck...


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How to write __annotations__ (scene property) in new scene?
I have a scene with custom properties, written in a class, I am now able to access the values of these properties,
I would like to know how to write these values in a new scene. For example:
This is the properties:
class MySceneProperty(bpy.types.PropertyGroup):

    my_bool: BoolProperty(default=false)
    my_int: IntProperty(default=0)
    my_float: FloatProperty(default=0.0)

def register():

    bpy.types.Scene.scene_prop = bpy.props.PointerProperty(type=MySceneProperty)

I would like to create a new scene and use the previous parameters, as they could be changed by the default value, so the approach would be.
def my_function(self,context):
    first_scene = bpy.context.scene

    ###get attributes:
    for key in first_scene.scene_prop.__annotations__.keys():
        first_attributes = getattr(first_scene.scene_prop, key)

    ###new scene creation:
    new_scene= bpy.data.scenes.new("New scene")
    context.window.scene = new_scene

    #Here I would like to set the attributes of the previous scene but I
    #don't know how to do it

    ###set attributes???  (this obviously produces an error)

    for key in new_scene.scene_prop.__annotations__.keys():
        setattr(new_scene.scene_prop, key) = first_attributes

Free you mind and think simple: new_scene.scene_prop.my_bool = first_scene.scene_prop.my_bool
If however you need to batch-set properties from a list of strings, like the __annotations__.keys() method returns, you can use Pythons setattr and getattr methods:
for s in first_scene.scene_prop.__annotations__.keys():
    setattr(new_scene.scene_prop, s, getattr(first_scene.scene_prop, s))

So in the end, your function from above could be turned into:
def my_function(self, context):
    first_scene = bpy.context.scene

    ### new scene creation comes before the loop:
    new_scene= bpy.data.scenes.new("New scene")
    context.window.scene = new_scene

    ### copy attributes from source to target scene:
    for key in first_scene.scene_prop.__annotations__.keys():
        source_attribute = getattr(first_scene.scene_prop, key)
        setattr(new_scene.scene_prop, key, source_attribute)

Thanks aliasguru for the reply! this was my first thought, but I really have many properties, and I'm continuing to add them, so I would have to compile all the properties every time, I'd like to have a "faster" way of having all the properties and precisely I came across this ".__ annotations __. keys ():" "getattr ()" which gives me all the attributes I need, I just want to understand how to set them on the new scene without having to compile 1x1

@Pastrokkio updated my answer

Unfortunately I get this error:  TypeError: 'builtin_function_or_method' object is not iterable

@Pastrokkio Was typing this on my phone in a rush this morning, I have updated the code now, should work

All this is fantastic! I thank you very much for the time you spent for me, it seems to work perfectly and will save me a lot of time because it will automatically go inside the properties without having to enter 1x1, I think this thing is useful to many people, it is little about this situation.

have difficulty using this method on blender 2.79, annotation is an invalid parameter, is there a solution? do I have to post a new question?

@Pastrokkio annotations have been introduced with Blender 2.80, so they don't exist in 2.79. Before that I used to deal with the bl_rna methods. bpy.context.scene.scene_prop.bl_rna.properties.keys() etc. should get you started there. But this really is a different question, so please ask a new one in case.

thanks you are very kind, I posted a new question, I received an answer but I have not tried yet with the suggested method, the question is here: https://blender.stackexchange.com/questions/153764/how-to-get-set-attributes-scene-property-in-blender-2-79/153794#153794


text:
Can we use blenrig 5 on blender 2.9x, or has it become obsolete?
I want to use blenrig for my character in blender 2.9x and upcoming versions,
If blenrig is obsolete, then suggest me similar industry standard rigging add-on


text:
How can I reverse too many subdivisions?
i have added too many subdivisions and do not know how to reverse these. i need help with this

this would help understand the issue

Hi. Please make the title of the question specific to what you are asking and not just the general topic. Thanks. (I can't edit this question for some reason?)

Not a lot of context here so I'll offer this...
If this was recent try loading an autosave, from the file menu.
Otherwise depending what version you are running, you could use either the remesh modifier or go into sculpt mode and use the remesh tool. However If you have topology you you wanted to keep you'll lose that.

i found out. you need to do to decimate and then click un sub divide


text:
Blender 2.8 stuck on some selection mode - no idea what it is
I'm in object mode, there's a circle around the cursor - exactly like what would be there if circle select were active, but it's not active.
Single click on things does nothing, I need to double-click to select anything.
And hitting C simply enables the normal circle select.
I have no idea how to turn it off.
BTW - it only applies to this project, none other. So I think I just hit some key by mistake - Thanks.

Alt+A or Esc don't do anything? Maybe pressing W to toggle between select tools?

Good shout, I'll try that later on when I get home. I tried every menu option I could find, and nothing seemed to work. Would be a pain if I had to restart everything from scratch.

I came here because I had the same problem -- and I am very new to blender. What fixed it for me: I pressed and held the topmost of the new left viewport buttons, and it gave me four types of cursor - including circle select and the pointer one I wanted. Edit: I don't know why it didn't work when I first tried it, but Virgiliu's suggestion of pressing W did work when I tried it just now. (Also, I would have posted this as a comment but I don't have the reputation to do so.)

Tap the 'W' key.
I'm suffering this problem right now. I was using 2.82 while following a tutorial based on 2.78, and heard "tap W" to get a menu to pop up for doing something.  Nope, not in 2.8 and later. These days, 'W' turns on this permanent circle select mode.

Thankyou, just did this to myself.

Thanks for this DarenW! Tried to move around in the scene using the camera similar to how one would do it in Unreal Engine/Source Filmmaker and it turned into Circle Select. Pressing W put it back into standard Select Lasso in Blender 2.9.

I bet you have set your active tool to Circle Select.

It happens to me all the time. I use the left click select keymap, in which the W key is set to circle through the different active tool's selection modes (and sets the active tool to the selection active tool in the meantime). It's quite annoying for me, I might just change that shortcut if I don't get used to it.

Try pressing Q or go to UVs menu at the bottom and unselect UV Sculpt
That worked for me

Under the Show Overlays button, there is an option button to Outline Selected. This turns that off and on. Took a while to find it.


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Graphic card not detected when installing from flatpack or .deb
hey guys im having a bit of problem, im on pop_os! 20.04 LTS, and the blender from pop shop (both .deb and flatpack) didn't detect my graphic card, strangely, tar xz downloaded from official blender page detect them, any solution?, thanks in advance ,left is from tar xz file the right one is from store

What GPU are you using? Blender does not support every graphics card.

@Jonas  my laptop has 4gb gtx 1050 mobile

@susu flatpack actually quite up to date, its blender 2.83, the pop shop on other hand, they're still in 2.82a

The snap doesn't work for me on Kubuntu, either.. the direct download is fine

Having the same issue on Fedora 39 Silverblue with both rpm and flatpak of Blender 4.0+

Flatpack, Repositories, SnapInstall versions are created by third parties, not by the blender developers. It is common that there are outdated, missing libraries or dependencies, or other errors depending on the specific OS.
Unless you have a very good reason not to, use the official version from blender.org

One of the good reasons is to uodate the package automatically.
For Flatpak it's also dependency management.


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Object renders fine in cycles but disappears in eevee render

I have been trying to fix this problem . I tried everything . The road has an image texture and I have done some UV un-rapping. It looks fine in cycles render but the road disappears in Eeve render.

I'd suggest you share your file with us. Go to file > external data > pack all into .blend, thzn go to file > save as, and save a new file with compression enabled in the saving options. The upload the file here and give us the link: https://blend-exchange.giantcowfilms.com/

I am trying to do the compressing into .blend form but it shows an error that the path to my road image is not found. Can I give you the normal file .

The image will not appear in rendered form if moved after downloading . It would appesr pink in texture view and checkered in rendered.

Can you attach your blend file

Well, hopefully it isn't heavier than the file size upload limit. Try to share your file with its textures packed inside, no matter how.

This was happened to me a while ago and don't know the exact solution but this works for me:

Go to [Output settings-> Post Processing] and uncheck compositing
Go to [output settings-> Output] and change the color from 'RGBA' to 'RGB'

let me know If this works or not.

no man this didn't work either.

Check blend mode of the road's material. Materials>Settings>Blendmode>make it Opaque.


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Grease pencil too dark render

EDIT:
Its supposed to look like the first image
Sorry if this is answered already i cant find the answer on the internet but im having a problem rendering this scene
This was the work around i found that works

Could you elaborate on what is too dark? Do you mean just the grease pencil outlines, or is the whole scene too dark?

the whole scene was too dark try added light but didnt work posted below what works for me

I do not understand the question. Was the image brighter when  before you render? Can you show a screengrab of that? Please use the [edit] link to modify your question  and add more details.

edited it @susu

Uncheck "Object Data properties > Layers > Use Lights" for each layer.
This option was added in Blender 2.83. When on, GP object colors are affected by all lights. This means that if there are not enough light sources, the GP object will be dark.
When off, it will render the same color as selected in the Color Picker.
See Official manual: Object — Blender Manual

I dont know if this is the correct method but this one
works for me turn the world and viewport to white

Your problem is probably due to default settings of default brush.
Its strength is by default 0.6. It means that strokes drawn with that brush will have an alpha multiplied by 0.6.
To solve the problem, go to sculpt mode and use the strength brush to give a value of 1 to strength of drawn strokes.
Or you can add an opacity modifier to BP object and set its factor above 1.
It is a pity that there is no global adjustment setting or operator to solve that kind of problem.
These defaults are very misleading.

thanks for the comment, i dont get it what about the fill colors though why is it dark


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Why are objects visible when set not to be?
I have no idea why this is happening, I revised everything I made (all the logic) to make sure nothing was "odd." I have a simple prop ("active"), all it does is the following: if it is true, the object is visible, if it is false, the object is invisible. Works, right? No, it does not work! I have no idea why. It always used to work, but suddenly it stopped. I have another object (weapon) with the exact same logic, and that one works. Can anyone tell me why this possibly is happening? Also, when I start the scene and the object is visible when the property is false, it can be fixed by toggling the prop to false, then back to true. The problem with this is that I need the object to be invisible at the start and not after I toggle the prop on and off till it works.
EDIT: Here is what I think the problem really is: at the very start of the game engine (as soon as I hit "P", it is visible when it is not supposed to be unless I toggle the property a couple of times. In other words, why is it visible at the very start rather than when it is supposed to be?

I have 3 weapons so far, and 2 out of 3 are having this issue. They all basically have the same logic.

Once more, can you show the setup with an image or a .blend file? It is hard to guess with nothing provided.

Well, I mean, I have 2 scenes with a very, very complex setup, but at the final product, when I use debug properties enabled, the prop is false, and the object is invisible.

What did you change when it stopped working?

@Anson Savage I didn't change anything, I simply didnt notice it. What's odd is that it does work when I  toggle it back to true then false.

@blackhole That is strange. I had a similar problem when using an action actuator, but I think it is unrelated.

For anyone that had this issue, I just made our prop "active" set to true by default. I do not know why this is the case, but it is.


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How to have an object follow another objects rotation with a cap?
I have two objects: the "track object," and the "follow object." The track object rotates according to the mouse (mouse-look). When the track object rotates, I would like the follow object rotate too (follow the track object; rotate till it matches the track object's rotation). I'm also looking to have this work with time, very similarly to the "track to" option in the "edit object" actuator: it does not immediately follow the track object by simply copying its rotation, but it takes x time to follow up (copy). By introducing time, the object takes time to follow up, which means that there is a possibility of the follow object's rotation to be way off (as the track object has moved a lot, and the follow object does not change instantly). To compensate, I am looking to have a cap. The follow object must be in a range. The range is the rotation. It will range from (the track object's rotation  minus 10) to (the track object's rotation plus 10). This way, the follow object will never be far off the track object's rotation as it is kept in a range. A final note: I am looking to have this work in only the x and y axis. I would like an answer in python. Any help is appreciated. Thanks!

What you are looking for is the transformation constraint combined with a limit location constraint.

In this example I am using the rotation of the z-axis to move the location of the x-axis. The mapping in the centre links the source z-axis to the destinations x-axis. The source and destination amounts provide a way to scale the transformation, when the source is at 0 degrees the destination will be at 0 and when the source is at 180 degrees the destination will be at 5, so 180 degrees rotation moves 5 units. If you change the destination location to 0 and 40 then the 180 degrees rotation will give 40 units of movement.
I then added a limit location so that the object will only move from -4 to 4 on the x-axis.

Thanks for the answer, but I think you misunderstood the question, or I haven't explained it to the best of my abilities. Sorry for the inconvenience. I've completely rewritten the question to clarify. If there's anything unclear, you can ask me. Thanks.


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When i have 2 or more material on my object it turns black
When i have 2 or more material on my object it turns black.

This black thing is showing and I don't know why. please anyone?

please edit your question and add images that show the node trees of the materials you are dealing with, and how you are combining them.

have you imported it? maybe share your file: https://blend-exchange.giantcowfilms.com/

It's very hard to tell without seeing your nodes, but given both your materials contain the word "mask" I'm assuming there is some transparency involved. Make sure the alpha from your texture is connected to the alpha input of the BSDF, then down in the material properties under "Blend Mode", choose alpha blend, clip, or hashed - just not opaque.


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RTX 3060 Blender long loading texture times. Sometimes crashes
Whenever i import a texture in material preview view blender becomes unresponsive and i need to wait 20-30 seconds before it unfreezes.
Its even longer if i switch from modelling view without textures to material view. Sometimes it just crashes without any error message.
Cycles render preview works nicely. Its just Eevee material preview that is really laggy
My specs:
Windows 10 20h
Blender 2.91
3060 ti Gigabyte OC pro
I5-10400f
16 gb 2666 cl13 ram
B460 MSI mortar

Try upgrading or downgrading the drivers for the GPU


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Creating geometry based on the transparency of a PNG image
I'm importing a PNG icon as a plane, but the problem is that the plane imports with the transparent background, making it a square plane. I don't want my plane to be a square, it should just be the PNG icon itself.
Here's an example:

I'm trying to use the Bevel tool to adjust the corners of my plane, but that cannot be done if my plane is basically a square.
Is it possible to remove the transparent background completely, so that my plane is just the chess piece itself?
Thanks

Please use "edit" to insert your linked image into text of your Question directly (not as an external link) Thank you. It is for future purpose.

Only by modeling that shape manually if you dont have this icon in vector format. You can add Bezier Curve to shape it and image reuse as material texture or use mesh object to model it, or use Knife (K) tool to cut shape into plane.

You can start from plane

from bottom extruding (E) on Y axis, scale (S) and repeat process up to top.
add Subsurface Modifier
Sharp edge (Shift+E) = 1 (pink edges)

Unwrap (U) > Project from View
switch to UV Edit layout (from top row) and adjust position on image in edit mode

(if you need more smooth shape increase Modifier)

You can start from Curve Object

add Curve > Bezier
(in edit mode select and delete all, click with Ctrl to create a new point)
Extrude (E) selected point to shape
change handle type (V) for corner points

From half of shape you can generate 3D object by Screw Modifier

Convert to Mesh object you can use Boolean Modifier to Intersect another object to finish cut.

You can use Knife tool

go to edit mode hit (K) Knife to do cuts arround the drawing, but it is a bit dirty way, since plane is already Unwrapped moving points will move texture as well (there was an option to disable moving UV, but I cant find it now). To smooth shape in specific part you can use Subdivision Surface modifier as well, but triangulate it first.

Example all of them (Plane visible, others are hidden from Outliner)

You can use Greace Pencil

to redraw icon from scratch


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Unable to draw motion paths of controllers
I am learning how to animate in Blender 2.83 and have been trying to get motion paths to work with not success.
If I select the hand controller of the rig and click on "Motion paths > Calculate...", all I can see is a cluster of points at the origin of the scene and numbers matching my frames.

These are the settings of my motion path

Is there anything I am missing?
Thanks

Is the controller a bone? Are you sure that what you are selecting is actually animating and keyframed?

It looks like you are seeing the motion path for the robot object. Make sure the controller is selected as the active object, then update the motion paths.

As of Blender 2.91, you can solve this by going to pose mode > select bone > select pose dropdown (as shown in the picture) > select motion paths.

There are two Motion Paths panels, one in the Object Properties tab, and one in the Object Data Properties (Armature) tab.
Make sure you're using the Object Data Properties > Motion Paths panel when you have a bone selected.
The Object Properties > Motion Paths will draw the rig object's path, even in pose mode. Just be aware that there are two Motion Paths panels and that they look identical, but draw for different things.

I wasn't able to fix the issue for this particular animation, but I believe it was because the arm is in FK. I tried the same with the IK leg in a different animation and the motion path works correctly.


text:
How To Do Double Exposure Videos
I want to take two videos and add them together to make a double exposure.  How?   It would take hours to figure it out.
I know very little.   All I can do is load in the two vids.  I can't even figure out how to delete the soundtrack I don't want.

search on how to use the Video Sequence Editor (VSE) and yes, learning things takes hours

You select the top strip, go to the sidebar panel, compositing, blend, and select alpha over:

To delete a sound strip, select the strip and hit Delete key(or go to the Strip menu and find delete).
To learn about using the VSE try watching this video: https://www.youtube.com/watch?v=IXs21UilNYQ


text:
I can't figure out the nodes to have light trough the windows
Light won't come in, and any changes to the material won't work .. my question is . Why in the preview is looking near what i actually want and when I render is looking crappy.

I want it to look like the preview and this is the render.

To make the lights shine through the windows, make sure you have your material's Shadow Mode set away from Opaque. Alpha hashed seems to work well for most situations.

The reason the Material Preview looks better is because it uses a HDRI Environment image to provide lighting and reflections. To add your own (so it appears in the render), go to the shading tab and switch the drop box from Object to World. Add an Environment Texture and choose your image. The default ones that come with blender (.exr files) are in the blender folder at 2.90/datafiles/studiolights/world. If you want more, there are several places you can get them online for free. The most popular is HDRI Haven (https://hdrihaven.com/hdris/).

oh !! thank you so much ! i wil come back to you if I need more info hihhi ty !!


text:
Animation showing last frame when played?
To make this simple I have a .blend that you can look at. I have simple logic:
1) When the prop "Active" is true, our object is visible. When false, invisible.
2) When Spacebar is hit, "Active" becomes true, and an animation is played.
There is a problem with this: when active becomes true and the animation is played (spacebar is hit),  you can see the last frame of the animation at the very start when spacebar is hit, then the animation plays. This seems like a simple error that can be fixed easily. I just need the animation to be played and the object to become visible, not both of those and a random frame to be displayed. If it seems confusing, look at the .blend I provided. Any help is appreciated, thanks!
EDIT: It is not the version of the engine for further detail. The simple issue can be fixed by updating the engine. I made this new .blend, which can be found here containing very similar logic to my scene. The visibility and the action happen at the same time, yet, visibility acts first. Open the .blend, hit 2 to make "active" false, then hit 1 to make it true. All you do is hit 2 and 1 with the new .blend, space bar was removed as I tried to replicate my scene.
EDIT #2: I just figured out the real reason. It's not the visibility. It's the animation itself. The visibility has nothing to do with my scenario. The timing is right, the visibility is occurring as created and implemented. So why is this happening? I changed the animation to work on a property, and it seems that, when you restart the animation, it slips in one frame of the original object. It ignores the property for one frame, right before you restart the animation. It doesn't show the end/start off the animation, but the object's original position. How would I know this? I changed the last frame and the first frame separately, and it doesn't "flash" to any of those. It "flashes" to the original object position ignoring the animations. What have we concluded? it is the animation itself that causes the issue. When the animation resets, it resets properly but slips in one frame that is not needed, in fact, not even a part of the property that controls the animation. It seems to be a bug in the engine, but I am not certain. Thanks for all the help though, looking to solve this ASAP. ;)

@X-27 I added an edit. Read it for more clarification.

I don't think this is an error. Since the last keyframe of your timeline keeps it up there, when you order it go lower and perform the animation it teleports down there. It happens when it is visible too,but it is more distinct when it toggles from invisibility and does the animation.
On another note, if you press P and then press "space","2","space"(very fast in a row) everything works.But if you press "space","2", then wait for couple of seconds and press "space" again the cube will become visible but the animation won't re-play.You might wanna check that.

@Lev OK, we made some progress. Thanks for noticing that, but do you have an idea of how to fix this?

Nope, I was wrong. I used a timer to make it invisible for the 1st frame,but it keeps doing it. Do you need the cube to remain at the top position after the animation plays once? Also why do you have that origin point so high?

Have you tried treating it like the animation was shifted forwards by one frame? You could easily cheat the system by moving the animation back by one frame, so the original first frame is now the last frame, which will be displayed first.

@Nerfer007 I don't know if it is showing the last frame or the original position. I think it is showing the original position because it works just fine if there is no visibility logic involved.

Hmm. It also does the same kind of "flash", when you hit "space", let the animation play half way, hit 2, then hit 1. I'm thinking that there's a slight delay when the message is sent and it becomes activated. I think you could solve it with a python script that starts the animation right before activating the cube (you can't do this with just logic bricks).

OK, I fiddled with a script (which didn't work), and I'm starting to consider if it's a bug. A work around might be to avoid using the visibility checkbox, and instead use a full alpha material.

I ran into a similar issue after updating a project from 2.72 to 2.73. Thankfully it's fixed in the 2.76 release candidate. Confirmed the same with your file.

I tried to move the last keyframe to frame 19 and copy the first keyframe to frame 20. The animation shows actually the last frame, not the original position. I think the animation chain sets the visibility FIRST, THEN it moves the item down. I tried to add a DELAY actuator, but PLAY is not trigged until ACTIVE is TRUE.

Fix = update to 2.76, it's a bug

@pqftgs the version fixes party of the issue, it still doesn't work for me and I put a new .blend that still has the problem which is still happening with the new version. Thanks for the help though.

I don't have a good explanation for why that's happening.  Even after 8 years the weird quirks and delays behind logic bricks are a complete mystery to me.  However, a fix is to reset the action when Active == False like so: http://www.pasteall.org/blend/38338 or better yet I stripped everything out and wrote a script that does not exhibit the issue: http://www.pasteall.org/blend/38339

@pqftgs I see your workaround for the issue, but my scene still wont work. I am on the newest version of blender, and, when I delete all my other logic bricks, I am left with the original question's .blend but in my .blend. I am still puzzled why this even happens! When I do what you did, and it turns false, it flashes as soon as it turns false then resets the animation. It seems to be a bug that Blender hasn't fixed. Thanks though.

You'll probably have to share the file then, unless you can replicate it in another.  There's not much else we can do otherwise, unfortunately.

@pqftgs well other than giving out a .blend or replicating my insanely large logic brick setup, I think the best way is to submit a bug report to fix the main cause of the problem instead of a workaround. I am just not sure how to report one and I was hoping someone would.

Just realized you were using flipper.  Apparently that's been broken for some time https://developer.blender.org/T46122 You can switch it to Play for the same effect, but it breaks when interrupted mid-way because the actuator never deactivates.  To work around that you can play frames 0 - 0 when Active == False as was done in my previous workaround.  This is expected behavior.


text:
Ray only works up and down and not left and right?
I have an empty that is alwas at the center of the screen (on an object). If you do not understand that, look at my previous questions relating to it. My ray that goes from the camera to whatever object in the center of the screen is having an issue. It only works up and down and not left and right. I tried changing the axis on which it points at and then works left and right in addition to up and down. I am just asking the following: does axis have any other side effects other than the way it points? Thanks!


text:
Advanced navigation mesh?
Hey if an enemy AI is following you on a nav mesh, he will stop if you get off of it. How could I make the nav mesh be everywhere, and where the AI could keep running even if I get off.

Could you add a little more explanation to this question? It's really hard to tell what you're asking.

also a picture or .blend would be great

A picture? I just need info, there is no need of a picture of my map or anything, it is just a simple map with a nav mesh.

But where isn't the navmesh wanting to go?  Is it something fixable by adjusting the options when you create the navmesh, or is it someone else?

I assume you're needing to handle when the player goes off-mesh for something like... elevated platforms or other unreachable areas.
The key is notifying the AI when the player is no longer on the navigation mesh.  Here's one way to go about it:

Duplicate the nav mesh
Set the physics type to static, ghost, invisible, and give it a unique property
Put a downward ray sensor on the player that sends an onmesh/offmesh message to the AI
Have the AI switch states from path following to [insert desired behavior] depending on the message.

Here's an example where the AI runs straight at the player when you leave the navigation mesh.
The main problem with this method is that your AI could get stuck if the player goes offmesh without having line of sight.
For better results, I imagine you will need a very case-specific Python script that manipulates navmesh.findPath
http://www.blender.org/api/blender_python_api_2_72_1/bge.types.KX_NavMeshObject.html

A great attempt, not exactly what I am looking for though. I just want the AI to keep chasing as if there was a nav mesh on every surface.

I suspect this will be one of those case-specific scenarios.  If you want, post a screenshot showing the map, nav mesh, and location of the player.  I can try to come up with something more specific.  Or would this be solvable by actually covering every surface with the navmesh?

Probably making everything have a nav mesh, because it would be weird for an enemy to use tracking when he is 1 floor below you.


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Animation not responding in time?
Under certain conditions, I need my animation to be played. The rig gets a message every 5 tics and it seems that the animation is being played every 15-20 tics. My animation frame rate is 60, and same with the refresh rate. The player is in one scene, and the weapon is in another. I will not explain the "certain conditions" right here as it may be difficult; I will show you a .blend which is somewhat a replica of the functions that I have with this issue.
EDIT: I don't know how or even if this helps in any way, but if you have the animaion set to "loop end" instead of "play," the animation goes faster and slower randomly, sometimes it even stops! Just some more possibly useful or useless info: if I just do Always (freq. 0) > and > Play (0-5), the animation is still being played slowly, but if I do the exact same thing except I use "Loop End" rather than "Play," the animation seems to go the right speed. I am not saying I want to use "Loop End," I am just pointing this out if this helps. Thanks!

why don't you use play then?

gosh, i'm severely confused...

Do you want to just give the bounty to an answer (mine if you feel like it "Cough, cough") so 50 points don't go to waste (again)?

Don't worry , I've been experimenting with your clever technique this whole time. I just want to conform that everything is under control. For the most part, you have the best answer so far.

bounty ending tomorow, id say x-27 earned it.

GAhh!!! only 22hours, you're gonna kill me with suspense! just get rid of it!!!!

Although no one can seem to find the problem you are having, There is a fail-proof method you can use here that skips the regard for frames and replaces them with logic ticks.
If you use this logic setup, The frame that CubeActon is on will always correspond to the integer property Frame. Clicking the mouse will set the Boolean property Play? to true. When Play? is true, the integer property Frame will increase by 1 every logic tick. When Frame is equal to 5, Frame will be assigned the value of 0 and Play? will be assigned false, upon clicking will start the process over again. enabling true level triggering on the left click mouse sensor on the object Cube will make it repeat the animation as soon as it ends. Effectively making it fully auto.

I don't expect anyone to actually try to replicate that, so just look at the blend and make use of
Ctrl+C and Ctrl+V

You are removing the idea of hold mouse1, and now you have to tap. If I had an extremely quick-shooting weapon, I don't think anyone would want to click very very fast.

I have it plainly written how to make it fully auto.

https://i.sstatic.net/d4hJs.png

Ok, now it is full auto. Lets say our 'weapon' fires every 20 frames. You hold mouse1 and that works, but you can tap faster than holding mouse 1.

No, using my exact setup, you can hammer on the mouse as fast as you want, but after the first time you click, no mater how much you click, the Boolean property Play? is already true and can't be assigned to true again until the animation loops through.

Everything works, I am trying to figure out a way to copy properties between scenes. I need that to work; otherwise, this answer won't work. I need the frames property to be copied to the rig in the other scene. Yes, I can put everything into the rig itself, but that creates a multitude of problems.

What do I do now?! My animation is playing faster but is still slower than preview! When I play in the editor it goes very fast. When I play in game it seems to be going slower!

The reason for this is that there is a big difference between frames and logic ticks. There is a default of 60 logic ticks per second, and 20 frames per second.
The current frame rate in your scene can be found here in case you accidentally changed it, but the default is 20.

If you add a delay sensor, and hover over the
 delay field, the tool tip that opens shows this:

The relation here is three logic ticks for every one frame. So for your mouse sensor, it should have the true level triggering set to 15 for 5 frames to play on your action actuator
You can avoid this by changing your mouse sensor's delay between positive pulses from 5 to 15

I am already using 60 fps, are you saying I should use a delay sensor?

So you changed the Animation frame rate from 20 to 60?

I already had it at 60.

I compared the playback speed, in the viewport and in the BGE. I first used your very fast and short animation, then several different motions. The animation playback speed is the same for longer animations. However for your very short animation there is some times some delay. The difference appears to come from the way the BGE handles animations.
A simple fix is to simply make the animation longer. Here I duplicated your keyframes 7 times, for a total of 8 cycles in the one action (named move).

Then increase the End Frame in the Action Actuator (more on the Action Actuator at the bottom of my answer).

Also the way you are creating the delay for the message could be made much better.

First note that the game property is now a Timer. It starts counting up from 0, in seconds, when the containing object gets added to the game (or in this case because the object is always there, when the game starts).
The True level triggering is not needed on either of the sensors (if left on it will automatically fire when the game first starts.)
The Property sensor's Evaluation type is set to Greater Than. If left to Equal you could only fire for the split second when the timer is at the value of the property sensor (if you missed it you could never fire again).

The logic bricks pictured below are only the ones used to create the delay and send the message.

The Action Actuator for your Armature.
On the Action Actuator for your Armature object in the Weapons scene, there is one little check box that can make a big difference.
Uncheck the Continue box on the Action Actuator.
Having that checked is telling blender to continue playing the animation from wherever it left off, you want it to always start at the beginning.

Please re-read the question carefully. I bolded the main problem at the top. The problem is the extreme delay.

@BlenderDev no matter how many time I read, and reread your question, with the file I download from your question I do not see the "extreme delay."

the best way to notice the error is the following: press play in the editor, and see how fast the anim. plays. Now, go in play mode, play the anim. there, and you see it is much slower.

@BlenderDev see if my edited answer helps.

Provably wont, considering how much help the rest of the perfectly valid solutions here did... (IF you click once it will fire one bullet, but it will play the animation as if several were fired )

The reason this happens is cause the message actuator actually takes a tic to send. I don't know if this is on the sending end, the receiving end, or somewhere between, but Mike Pan wrote it, so it has to be true.
Also; I'm not quire sure what your question is

My animation plays to fast
My animation plays too slow
My animation Doesn't finish
My hair is falling out

So if you specify, I might be able to help better.
Current ideas for solutions:
Connect the logic straight into the armature, rather then sending a message. I know it's considered sloppy, but if it works, hey! who can blame you?
OR
Put all the logic on the armature rather than on the camera.<-- my pick !

He has the logic on one scene, and the armature on another, You can not have bricks connected between scenes. (At least I'd never try to because it is such a bad idea:-)

Also, from looking at your demo file, I could not actually see the problem you are experiencing.

same here.... maybe he is loosing his hair!

@Vince Scalia "The rig gets a message every 5 tics and it seems that the animation is being played every 15-20 tics." How do you guys not see the problem? Just because my question is not 5 paragraphs long, it doesn't mean that it is not clear. And Vince, you asked what the question deals with. The quote says that the message is sent every 5 tics but only played every 15-20 tics, that means that the animation is slow.

@X-27 "The rig gets a message every 5 tics and it seems that the animation is being played every 15-20 tics." How do you guys not see the problem? Just because my question is not 5 paragraphs long, it doesn't mean that it is not clear.

@Vince Scalia I tried everything you said to do, and nothing improved. Everything just became more sloppy.

well it's not super clear. maybe a bug then? cause everything looks good to both me and @X-27.


text:
Can't find the denoiser in view layer
I am using Cycles and yet it doesn't appear.

It doesn't work even when I'm using the denoiser node.

please any advice would be welcomed.

The option is hidden in the Viewer Layer Properties panel. There you will find the Denoising Data checkbox. (In Blender 2.9x it's under Passes → Data.) Tick the checkbox and the Render Layers node will get some extra sockets for the Denoise node.

"Denoiser" in View Layer Properties was moved to Data--> Denoising Data as mentioned above, and it works.
Additionally, for Cycles Renders (starting in Blender 2.81 onward) there is now a Denoising Filter that can be editing in the Compositor, which does a wonderful job Denoising in Renders where the "Data--> Denoising Data" still renders with noise.
Zach Reinhardt did a walkthrough comparing/contrasting both denoiser options in this tutorial: Denoising in Blender Cycles Rendering


text:
Bridges / Mesh smoothing
I'm trying to sculpt this hand and I came up with this extrude big thumb but when I create a bridge to smooth it out, it gets like that. How can I fix it? If I 'subdivision surface' it gets weirder... :/

please don't ask twice the same question, I answered your first question, I hope it helps

You can turn on “dyntopo” (dynamic topology) on the top menu setting if it’s what you call it (but you can also hit ctrl + d). Then, you can start to fix those “weird” stuff, Haha. The tool adds more vertices when you need to make something detail. Custom data won’t be preserved, however.


text:
Can't get area lighting to show on viewport or render
I can't seem to get the area light to be shining onto the deer head object.
As you can see it is there on the viewport and editable but no light is being emitted from the light.
Is there some setting that toggles the view of lighting in the viewport and render?.
As it doesn't appear in the render either. As you can see from these examples

no light is supposed to be displayed on the surface of the area itself if this is what you're looking for

I mean on the viewport it clearly shows the HDRI image as environment lighting but it doesnt show the green area light. I would like it to add a green glow to the targeted area but it doesnt show up at all.

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

Sent, should work for you.

you need to copy paste the link it gives you  ;)

There it is

Use the tools from the site to make the images visible as part of the question. https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post

Is this the same question? https://blender.stackexchange.com/questions/200015/cant-get-green-area-lighting-to-show-on-viewport-or-render

Give specularity to your area and it will work fine, even though its power is a bit weak:

Wow you are a lifesaver thanks! works great


text:
Regain Blender Parameters Menu
This question should apply to functions besides "Add Spiral", but this is just what I'm working on at the moment. In my example picture, I created an Archimedan spiral (Add > Curve > Curve Spirals > Archimedan) and rotated/scaled in on Object View to make it better fit the ponytail. Later I realized that I still needed to adjust one of the options originally present on the spiral's options menu (Radius Growth), but that menu is gone now. (It disappeared again when on another attempt, I made a curved line and fit the spiral to that via this.) Is there a way to recover that options menu without having to make a new shape? Alternatively (and this one WOULD be specific to my project), can I preview the spiral fit to that curve without losing that menu in the first place?

UPDATE: I'm running Blender 2.79b, and in attempting to follow Susu's answer, I find that the key parameters are missing (which is what required me to perform object transforms in the first place). Not sure how to recover those. (I also have an issue with the spiral's bezier shape not laying flush with the ponytail surface, but that one probably needs a new question.)

Short answer:
You can't go back to the creation parameters once you've made any transformation (rotate/scale).
Solution:
Delete the spiral, make a new one and use the parameter's options to place and rotate the spiral.

I'm on Blender 2.79b and when I went to remake the spiral, I don't see those boxed options... Just everything above the 2D/3D option, excluding that option. Clicking Spiral Curve right under Presets says "missing paths"; I don't know if that has something to do with it.

I've updated my original post with a screenshot showing the new problem. My parameters menu lacks Location and Rotation fields.

Maybe it is time to update to a newer version.

My ability to update may be limited by a crucial plugin's upwards compatibility (I export to MikuMikuDance, a Japanese animation program), but I do at least see that it's compatible with 2.83. Is it the individual plugin-maker's responsibility to maintain upwards compatibility (expected answer), or does Blender keep backwards compatibility for user-made plugins?

New questions should be asked in new posts, not in comments.


text:
How to exit from the camera view?
With this code fragment, I can enter the camera view correctly, but I'd like to be able to get out.
 for a in bpy.context.screen.areas:
        if a.type == 'VIEW_3D':
            for r in a.regions:
                if r.type == 'WINDOW':
                    override = {'window': bpy.context.window,
                                'area': a,
                                'region': r,
                                'scene': bpy.context.scene,
                                'active_object': camera}
                    bpy.ops.view3d.object_as_camera(override)

uh, is it important that you use python to exit?  this can be done easily with a keyboard shortcut.

@Millard it is not very important, but it is necessary to understand

I was just making sure you wanted a python answer.  I'm not sure how to do this in python, was just making sure you knew it could be done with a shortcut.  lol.

You can use the view3d.viewnumpad operation.
Pass on the override context, just like in your example code. This snippet can also be used to enter the active camera's view.
bpy.ops.view3d.viewnumpad(override, type='CAMERA')


text:
How controll RGB node with FloatVectorProperty (Blender 2.8)
I can draw in panel an rgb controller , but not know how to update the rgb node inside material, i can get the name in update function , but not undertand the right way to assign parameter to node rgb, my property are register in Propertygroup:
def update_huesat(self,context):

    ob = bpy.context.active_object
    nodes = ob.active_material.node_tree.nodes
    set = ob.active_material.slot_setting

    for n in nodes:

        if n.name == 'My node RGB name':

           ###how to ?? =  set.rgb_controller

class MySet(bpy.types.PropertyGroup):

    rgb_controller: FloatVectorProperty(name="Diffuse color",subtype='COLOR',default=(1.0, 1.0, 1.0),min=0.0, max=1.0,description="color picker",update = myupdatefunction)

i Can get the node but not undertand to assign that controller.
in the register function i register that with :
Material.slot_setting = bpy.props.PointerProperty(type=MySet)

This allows me to have a custom property on the material slots

The update method

We define a property with bpy.props on a type, (eg bpy.types.Material) to have an update method
def update(self, context):
    ob = self
    id = self.id_data
    ...

where self is the instance of the object type the property is on.
In the case of a property group, as in code below, where the type is a material, then ob will be, for example bpy.data.materials["foo"].slot_setting and id will be the material.  bpy.data.materials["foo"]
Very similarly to this answer the test code below sets all RGB nodes belonging to the material to the value set for RGBA.  For RGBA set the size to 4 on the float vector property.
import bpy
from bpy.props import FloatVectorProperty, PointerProperty

def update_rgb_nodes(self, context):

    mat = self.id_data
    nodes = [n for n in mat.node_tree.nodes
            if isinstance(n, bpy.types.ShaderNodeRGB)]

    for n in nodes:
        n.outputs[0].default_value = self.rgb_controller

class MySet(bpy.types.PropertyGroup):

    rgb_controller: FloatVectorProperty(
            name="Diffuse color",
            subtype='COLOR',
            default=(1, 1, 1, 1),
            size=4,
            min=0, max=1,
            description="color picker",
            update = update_rgb_nodes)

# test rego code
bpy.utils.register_class(MySet)
bpy.types.Material.slot_setting = PointerProperty(type=MySet)

# test draw code in text editor footer

def draw_color(self, context):
    ob = context.object
    ma = ob.active_material
    self.layout.prop(ma.slot_setting, "rgb_controller")

bpy.types.TEXT_HT_footer.append(draw_color)

# test call set active material on active object to red
ob = bpy.context.object
ob.active_material.slot_setting.rgb_controller = (1, 0, 0, 1)

Ty, with  default=(1, 1, 1, 1),size=4 now work,I study your script for a while

In the outputs list:
And the thing you find is NodeSocketColor
for n in nodes:
    if n.label == 'Label001': #Use label instead of name
        for out in n.outputs:
            if out.type=='RGBA': #Find the NodeSocketColor instance
                out.default_value= (1.0, 1.0, 1.0, 1.0) # assign a float list[4]

ty but not undertanding, in the out.default_value you put 4 float, but i have a FloatVectorProperty, how to controll that 4 float with my FloatVectorProperty?

@Andrea See batFINGER answer, that's a more robust pythonic way to do this jobs.


text:
How to get / set attributes scene property in blender 2.79?
This question has already been asked for blender 2.8, now that I have had an answer I quote the code fragment of @aliasguru's answer
(How to write __annotations__ (scene property) in new scene?)
This works perfectly on blender 2.8, now I'm trying to figure out how to make it work on blender 2.79, but I can't find the right keys to do it. It is simply a matter of copying the props "props" of the scene recorded in a class of PropertyGroup
def my_function(self, context):
    first_scene = bpy.context.scene

    ### new scene creation comes before the loop:
    new_scene= bpy.data.scenes.new("New scene")
    context.window.scene = new_scene

    ### copy attributes from source to target scene:
    for key in first_scene.scene_prop.__annotations__.keys():
        source_attribute = getattr(first_scene.scene_prop, key)
        setattr(new_scene.scene_prop, key, source_attribute)

the error I get during code execution is:
AttributeError: 'MyclassPropertyGroup' object has no attribute '__annotations__'

Note: Within the class there are properties of type enum, float, int, string, bool

The code given in the linked answer as you rightfully point out only works in Blender 2.80. I cannot find the source at the moment, but I read somewhere that __annotations__ have been added to Blender 2.80 for exactly the reason you are trying to use it: So that a user can conveniently check out custom added properties that came from Add-ons. There is no true replacement for that in Blender 2.79, the feature simply did not exist.
Other methods can get you a long way though. The given code example can be changed to this:
def my_function(self, context):
    first_scene = bpy.context.scene

    ### new scene creation comes before the loop:
    new_scene= bpy.data.scenes.new("New scene")
    context.window.scene = new_scene

    ### copy attributes from source to target scene:
    for key in first_scene.scene_prop.bl_rna.properties.keys():
        source_attribute = getattr(first_scene.scene_prop, key)

        ### copy attribute only if it can be written
        ### bl_rna.properties returns more props than you defined yourself
        ### one example is 'rna_type', which is write protected
        ### so use the .is_property_readonly() method that each prop offers to check this
        if not first_scene.scene_prop.is_property_readonly(key):
            setattr(new_scene.scene_prop, key, source_attribute)

There are only two major differences here. One is that the property string list is retrieved using .bl_rna.properties.keys(). You will see .bl_rna on most corners of Blender Python, it is a way of inspecting the internals of the current Python object you are dealing with. Most commonly you will then use the properties path from there (as we do in this code example) to get to the custom defined properties.
The problem we are facing now is, we also get additional ones that were created by Blender itself. rna_type is a common one, I've seen others as well though. Some of these properties, like the mentioned rna_type, are write protected. That's where the second change comes in: Your custom scene_prop has a method called .is_property_readonly(), which needs a string passed on to it - the key we just retrieved. So the if-clause makes sure we just try to set the prop if it can be written.

Sorry for the delay, I voted as an answer, because it is very complete and detailed, it works wonderfully, the "If" clause is fundamental otherwise it won't work! Thank you very much for the time you spent on the answer

You can pass the property reference to the dir() function in order to get the list of properties.
Proof using the Console:
>>> props = C.scene.my_addon_properties
>>> for attr in dir(props):
...    if hasattr(props, attr):
...        print( "props.%s = %s" % (attr, getattr(props, attr)))


text:
How to close render 'View Render' after the render by bpy.ops.render.render()?
I would simply like to understand how to close the render window after it is finished and ready.
The save path is already set, so it does not require manual save.
Right now I use this system to render, and it works well:
bpy.ops.render.render('INVOKE_DEFAULT',animation=False, write_still=True)

I thought adding a simple operator to close the window, I found this in the blender documents:
bpy.ops.render.view_cancel()

But obviously it gives me a context error.
I don't understand what kind of context I have to overwrite to pass the right context, I think the rendering window has its context, but it is really difficult to get to this solution
How to use bpy.ops.render.view_cancel() to close render view?
Edit:
I am trying to reach the right context I think I have succeeded, now I no longer receive the error, but this operator does not seem to close the window, on the contrary, brings it back to the foreground:
for w in bpy.context.window_manager.windows:
    for area in w.screen.areas:
        if area.type == 'IMAGE_EDITOR':
            for rgn in area.regions:
                if rgn.type == 'WINDOW':
                    override = {'window': w, 'screen': w.screen, 'area': area, 'region': rgn,'workspace': w.workspace}

bpy.ops.render.view_cancel(override)

You should just be able to manually close the render window after it's done.

The new window has context after op call.
EDIT: Looked into this and remembered it did as expected using a timer.  Hence added a timer call in handler to delay the window closing.  Have run this numerous times with delay 10 seconds without any crashes.  Try with smaller delays.
Worth mentioning the behaviour of render operator depends on User Settings > Interface > Editors >  Temporary Windows  Render in new window being set.
If it is, the context is switched from old to new window when the operator is invoked.
Another way to get a new window would be to
windows_before = set(context.window_manager.windows[:])
.. operator ...

windows_after = set(context.window_manager.windows[:])

and get the new window via
new_window = (windows_after - windows_before).pop() # if there is a new window

Here in a test script, the render window is cancelled (closed with close operator) 10 seconds after, using a timer,  the render complete handler is fired..
This will go astray, prob a core dump because of removed reference to window. if the user manually closes the window.  Passing instead some info about the window eg it has one image editor  its index in window manager collection would be a way to alleviate this risk.  Also might pay to look at context.mode after render call, to see if it reveals anything useful.
Python console test, get its index, test is this the render window?
>>> C.window_manager.windows[:].index(C.window)
0
>>> len(C.window.screen.areas) == 1
True
>>> C.window.screen.areas[0].type == 'IMAGE_EDITOR'
False

Using the window close operator, i believe only requires having a window for context.
import bpy
from time import sleep

context = bpy.context
w = context.window
print(context.window)
bpy.ops.render.render('INVOKE_DEFAULT')
print(context.window, w == context.window)
c = context.copy()

def shut_window():
    bpy.ops.wm.window_close(c)
    return None

def render_complete(scene):
    bpy.app.timers.register(shut_window, first_interval=10)
    #shut_window()
    bpy.app.handlers.render_complete.remove(render_complete)

bpy.app.handlers.render_complete.append(render_complete)

Thanks for your interest, there is something wrong, copying and pasting your script, blender 2.81 has a crash without reporting errors

Yeah is a little dodgy. I'm on 2.8.3 and although this script worked Ok, tried running on  a new file get the crash too. Will delete for now and re-post if I find a fix.

Thanks for solving this question with another type of operator which is what I needed and didn't know bpy.ops.wm.window_close() is cast gold. I had already tried the timer and it is always better to delay 1 second at least because otherwise you run into errors

I think it refers to going back to the 3d view, you just feel like searching for the 'IMAGE_EDITOR' area and changing it to 'VIEW_3D'.
Example for that:
import bpy

bpy.ops.render.render('INVOKE_DEFAULT',animation=False, write_still=True)

for area in bpy.context.screen.areas:
    if area.type == 'IMAGE_EDITOR':
        area.type = 'VIEW_3D'

I hope it helps you.


text:
Re-start animation if message is sent again?
REWRITTEN: Lets just say I have it where my animation plays when I press the space bar. How can I have it where the animation plays from start every time I press the space bar rather than continuing?

Disable the continue option on the action actuator and put the script between the sensor and the action actuator :

when the sensor send a pulse the script will be triggered
if there is action being played on layer 0 the script will stop stop it
the script passes the pulse to the actuator

cont = bge.logic.getCurrentController()
own = cont.owner

if own.isPlayingAction(0):
    own.stopAction(0)
cont.activate("Action")

Can you explain how this works?

Doesn't do what I asked. I need it where every time I press space it will play the action BUT when you press space and it is already in the action it will reset.

do you mean reset it ( stop it ) or (stop it and start again ) ?

1st time you press: start; 2nd time (if animation is still going on): stop and start again; 2nd time (if animation is done): start

that's exactly what it does, did you try it ?

Yes I did. It doesn't do it the way I just asked. Your script makes it where when I am holding space bar the animation will be playing, and when I let go the animation just stops and doesn't play.

what did you set the action playback ?

"play" - action playback

set it to flipper

"if own.isPlayingAction(0):" - that line interests me, is there a way I can have a property be toggled to true when the animation is playing but false when not?

Oh, flipper. OK

I got it to work in a little different way, but problem solved. Thanks!

there is something for your other question but it has a problem so i didn't post , you can use (own.getLinearVelocity(False)).magnitude to detect if object is moving (but it doesn't work while action playing!)

also what is the other way ?

Oh, I did it where it updates every tick, and when the message to do the animation is played, a boolean is true. When it is not being sent, it is false. When it is true, with pulse, and the setup you told me. If I just do the space bar itself it wont work.

Also, does this affect any other animations because my others are having problems.

yes all actions on layer 0 will stop !

Oh this is bad. By layers, is that just a way to organize animations? Is it layers in the scene? How would I make it where ONLY this animation does this? Would I just make it in another layer and edit the script? Help me please.

just put it on another layer and change the number 0 , layer are there so you can have multiple action playing and blend them


text:
Objects stuck in the wrong animation?
I was renaming animations and organizing my things, and I had nothing selecting while doing so. When I've finished, I've noticed that all my objects had changed their scale and form. How can I fix this? Thanks!
EDIT: It seems that the problem is in the rig, not the object. If I put the correct animation back, it won't fix itself.

maybe with click on the object alt+s and alt+r

@gladys thank for the help, but it didn't work.

Are you sure you only renamed them? Also do some of the objects in the animations take part in parent-child relationships? Cause breaking that and not keeping the transformation-offset comes to my mind.

@Lev there are parent-child relationships, and I have only renamed the animations, but it seems that I had a rig selected while doing so, causing all the objects to scale.

I see. Without being that familiar with the process, from the rigged models that I have downloaded I see some miniatures objects "guiding" the ones that are gonna be used. My guess is you changed the name of the miniatures and the other object has not updated the changed name. So go and update them. If I don't make any sense then forget about this comment, it is an assumptions from the rigged models I have worked with.


text:
Disabling "use frame rate" slows logic/animation/etc?
I've recently solved an issue to remove my frame-rate cap, but it caused another issue. I have my animation tic rate at 60, my framerate at 60, and that's always been working only when I have "use frame rate" enabled. This option can be found here: Render > System. When disabled, I can go above 60 framerate which is ideal and it fixes other issues but my animation and logic are slowed down. I tried increasing/decreasing my animation frame rate and world FPS separately and together, but I can't get anywhere with it. How can I keep my animation framerate and world FPS at what it was before disabling "use frame rate"? Any help is appreciated. Thanks!
EDIT: It comes out, "use frame rate" allows you to surpass the cap of 60, but the game will run as fast as your framtime. In other words, if you are running the game at 10 frametime, everything will be running at 10 frames, but if you are running at 300 frames, everything will be running at 300 frames. Higher frametime means higher animation and logic speed. To sum it up, "use frame rate" disables the cap but changes animation/logic fps to whatever you are running. As a solution, I am looking for a way to only surpass 60 framtime freely without any other changes. In other words, we need an alternative solution from "use frame rate", an alternative that only removes the 60 frametime cap and no other changes.

are you going to join BGMC this time around? you should. :P

@Vincent Scalia ;( Unfortunately, I wont.

:(... so far as your question goes, i don't know if that’s possible, since changing the frame-rate makes your problem, which makes you want to change the framerate... ect...ect..

@Vincent Scalia I have not changed any of the world framerate or animation framerate across any of my scenes, I simply disabled "use frame rate." It seems that it does just more than its name.

ah. so the problem is you want to apply it to animation but not the logic?

@Vincent Scalia disabling it should just let you exceed 60fps. Keep in mind that this is not world fps or animation fps, but frametime, i.e. how fast you can run the game. In other words, I just want to be able to exceed 60 frametime so the game runs as smoothly as it can rather than a cap. However, by doing this, I am creating another problem - the question above.

Disabling "use frame rate" disables the logic to run at constant speed.The consequence is that the speed of logic (behavior) now depends on how fast the BGE can process a certain frame. E.g. counting will not be uniform. That is why I recommend to avoid that setup. (You could increase the frame rate, but disabling is no good way).

@Monster and how would I do that?

Unfortunately It seams the frame rate parameter will be capped at 60fps (I never played with that parameter to increase it). - sorry


text:
How to keep logic bricks organized?
When I make something in logic bricks, I try to have everything always neat. I always end up with a lot of bricks that lead to a brick way upwards and/or way downwards. When I make edits, I would usually erase everything and start again. I would like to organize this in any way. Is there a way you can put a little divider to just store a certain function? This way, when I start a new function, everything would be leveled. Is there a plugin for this if this does not exist? I know you can do this in programming in just about every language. Any help is appreciated, thanks!
EDIT: I have been given a question that, in some ways, can be seen as a duplicate. I am not looking to have my logic bricks behind the scene, by unselecting the link button. I am looking to have layers of logic organized by what can be a divider; this feature is most likely not in the engine, so I am probably looking at an addon.

possible duplicate of How do I hide irelevant game logic?

@X-27 His question seems quite different. I am looking for some sort of a divider, not what he wanted and found.

Then no, as of now there is no possible way to do this. However It should be closed as a feature request, Not a duplicate.

I'm voting to close this question as off-topic because it is a feature request.

I'm voting to close as a duplicate. @BlenderDev did you read the answers given? they could help you.

They did not help, and I edited the question. 1 hour later it tells me to edit it again, I don't need to look at it again, I need whoever marked it again to look at it again.

Organizing with states
You can use the states of the build-in state machine to group your bricks.
This allows to quickly show/hide/switch logical groups. You can do that by selecting/deselecting states in the visible-state-bar.
Requirements
Make sure all states with logic are enabled in the initial-state-bar.
Example
This way you can group this logic:

into movement logic:

using logic by keyboard

and using logic by mouse

Hints

You do not need to use the state machine operations (state
switching).
You can select multiple states at the same time by
holding  when selecting/deselecting a state.
If you need more than the 30 available states I think it is time to review your design. Most-likely this object simply does too much. It would be better to spread the logic over multiple objects.


text:
Detect object speed?
I have some objects that I need to know how fast they are going. I have a property, "speed," and I would like it to show the object's speed in blender units. For the unit, it doesn't matter that much as long as I can read it. Python or logic would work, but if it's a script I'll have it running at all times. In other words, I'll be using this every logic tic so it needs to be efficient. Thanks.
EDIT: I've figured out how to find velocity on my own, but how would I use that xyz info to find speed?

every second or every logic tick?

I want the property to display speed every tick.

speed or velocity, not a physicist but I think their slightly different.

@Vince Scalia Probably velocity, although I don't see a difference.

Does this solve it: http://blender.stackexchange.com/questions/29007/a-way-to-get-rate-of-change-in-translation-or-rotation-into-a-shader-node/29184#29184 ? You can call it with scene_update handler instead of frame_change

@VinceScalia velocity is the whole vector, speed is just the scalar..

Oh... thought it was the other way. :/

I have found a nice script from here, and it is the following:
# get the controller
controller = GameLogic.getCurrentController()

# get the game object that the controller is attached to.
obj = controller.owner

# get local (game object) linear velocity
linVelocity = obj.getLinearVelocity(True)

I have modified it for my own scene, and I've also defined speed.

Keep track of the objects previous position. Algorithm:
on each logic tick:
     speed_vector = current_position - previous_position
     speed = speed_vector.length()
     previous_position = current_position


text:
How to do a neon light effect inside an object or be seen that way with blender 2.8?
I have this scene in Blender where I am trying to have neon lights emit through an object. See the lights inside the object seeping through?

But i'm not sure if that is possible since the object I am trying to do it on already has a texture and an emission nodes.

I'm wondering if there is another way to make it appear like the first image.
My idea:
I thought of making a emission mask just for those spots within the sign and fixing the orginal emission layer in photoshop.
What do you think?

You can use multiply node to 'add' the new emission to the original emission texture

https://blender.stackexchange.com/questions/24886

Are they actual lights, other objects with emissions, or just an image?

You can use another texture to mix color with your emission texture map:

See the Checker texture "Add" to the emission socket, make it light up as the checker go white. That node is Color→MixRGB in node editor.
Photoshop is another approach if you only want a quick prototype and keep thing simple.


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When i switch from preview to render I can see through my object
My object looks good in Material preview mode, but when i switch to render I can see through it. Do you know where could be the problem?

do you mind sharing your .blend file with me so I can take a closer look?

Not at all. Here is dropbox link for that file.
https://www.dropbox.com/s/0w2wrmtd06y1kqj/eeej2.blend?dl=0

@VáclavMusil, the textures are not packed in the blend file: so we can't see the same result. I presume though that they are reflexion from the back surface that are not visible if not rendered with Cycles.

Yes when i changed texture it helped, but I dont uderstand why. This is my first try using textures and rendering.

Hello :). @lemon is right, those are simply reflections (just tested it). The reason is physics - objects viewed from a very shallow angle are rather reflective (especially metal).


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Cannot connect vertices
I'm trying to create an edge between vertices. But when i press F it grabs them like I'm pressing G. Any help would be appreciated

You can not connect verts in different mesh objects. If you edit multiple objects at the same time you have to count with this.

It looks like you are trying to join vertices from different objects. In order to bridge those vertices, you will have to join the objects together by going into object mode and selecting both objects and hitting Ctrl+J.


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Eevee volume emission texture space is cubic even for a cylinder solid
I created a solid cylinder

with an emitting volume material. In render mode, the glow looks cubic instead of following the circular profile of the cylinder. This could be because the texture space is cubic.

How do I make the emission look cylindrical? Or, in general, is there any other way to make a cylindrical glowing volume?

Switch to cycles

https://blender.stackexchange.com/questions/169651


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Does anyone know how to make the plastic part of a blister pack used in the medical packaging?

How do you make it all as one seamless object? The pills and the base are both separate elements so that's not an issue.

hello, could you please tell a bit more about the difficulty you meet?

Well, im new to blender and i didnt know where to begin and how to get the curve at the bottom of the plastic bit. but looking at these other comments, ive gotten my answer. thanks though!

Create a plane
Subdivide it 3 times

Select the vertices in the center ring and do mesh > tranform > "to sphere" and move the mouse to create an octagon.

Extrude the center

Add a subsurf modifier

set the shading to smooth

To have sharper edges add a  couple of loop cuts

Select the outer edges and then select Edge > Crease and set the crease to 1.0 to make the outer edges sharp.

Add a couple of array modifiers

Identical to mine! So, just a P.S. .. I put bevel weights instead of creases to get a sharper top circumference bevel than bottom, and a couple of insets in the top face, prop. raised spherically to make a dome on top.. yours is cheaper, poly-wise.. You can also use an end-cap and mirror to make the sheet with a gulley in the middle.

You could try instancing if you don't mind the base being separate from the pill.
A relatively simple process, model a pill from a circle, and parent P that to a grid or plane object that is set as an instancer (set to faces).
If you require afterwards to have indiviual control of the instances, you may make them "real" with Shift+Ctrl+A
See the below gif for an example of usage:

Click to enlarge