Can't get script to auto execute I am an experienced python programmer, but just getting into the Blender API. I am stuck on trying to get a script to execute when the Blender file is loaded. I want to do all sorts of setup in this script, but to start with, I'm just trying to change the python path to add my working directory, so that .py files can be imported from there.

So, I opened a text editor window in a fresh project, then created a new text block, into which I typed the following 2 lines:

import sys
sys.path.append('/Path/To/My/Blender/Project')

When I use the "run script" button, and check sys.path in the console, my path has indeed been added.

So then, I checked the register toggle for the text block, and set the user preferences to auto run python scripts. I saved the .blend file, exited Blender, and re-started by double clicking the .blend file.

When I check sys.path, it is the normal blender path, but if I then run the script that should have auto run, sys.path changes as it should. So it would seem that my script is not running on load.

I am on Xubuntu 14.04 (Trusty) and my Blender version is 2.78. I must be making some really simple mistake, but I can't seem to find it. Thanks for any suggestions.

I had the same problem and got my answer here: https://blender.stackexchange.com/a/84392/38217

Note that this executes on ANY Blender File you open, but maybe it will suffice.

import bpy
import sys

@bpy.app.handlers.persistent
def setup_path(*args):
    sys.path.append('/Path/To/My/Blender/Project')
bpy.app.handlers.load_post.append(setup_path)
setup_path()

  Put this code into a Python file and place it into
  ~/.config/blender/2.78/scrips/startup/setup-path.py (replace
  ~/config/blender with %APPDATA%/Blender Foundation/Blender on Windows,
  and something along those lines on MacOS).

If you're on windows, use double backslashes instead:

sys.path.append('\\Path\\To\\My\\Blender\\Project\\')

in Python, backslashes have a special use,
so you need two to literally indicate that symbol:
https://docs.python.org/2.0/ref/strings.html

oh, and if memory serves correct, you need the trailing slash(es) as well.

...

I've run into situations where trailing slashes are needed:

cwd  = os .getcwd()

if cwd[0] is '/':   ##  linux
  inpu  = '/png/'
  outpu  = '/obj/'
else:                 ##  win
  inpu  = '\\png\\'
  outpu  = '\\obj\\'

Re  = png .Reader(cwd + inpu + img + filetype)
...
with open(cwd + outpu + img + '.mtl', 'w') as mtl:
...
''.join(cwd, filename)

None of the last 3 commands would function without it, so when I see a path written without it, alarm bells ring, because I know it can cause issues with scripts.


How to make an object bounce with physics i am trying to create an animation where a stretchy "i" bounces on a tnt switch...i thought of creating the bounce with just animation but know i have no idea on how to make the lever as in the picture react to it(move downwards as the "i" bounces)...all i need is pointers on how to do it any help will be appreciated

Seems like an old thread, I was trying to bounce a ball on a plane. There is bounciness property on rigid body. Changing it to more than 0 on both the bodies, result in a bounce

there is an excellent tutorial on youtube of how to animate a bouncing ball.
Its from a DVD series called humane rigging on youtube.

here is the tutorial for a 2D bouncing ball

and here is one for a 3D bouncing ball


How to mathematically round positions of all vertices to nearest integer? I have a mesh with 1.5M vertices, and I'm trying to round off vertex positions to reduce the filesize of my exported .obj file. Each vertex has a very high level of precision, which I don't really need for this project. For example, I have a vertex at [492.98198, 382.19873, 274.98789], and would like to run a Python script to round it to [493, 382, 275], effectively reducing my output by over 50%!

Is there a python script that I could run to round off all 1.5M of my vertices in one go? This is as far as I've gone:

for vertex in bpy.data.meshes['meshname'].vertices:
    vertex.co[0] = round(vertex.co[0], 0)
    vertex.co[1] = round(vertex.co[1], 0)
    vertex.co[2] = round(vertex.co[2], 0)

But it seems like I can't really change the vertex values this way because mesh.vertices is a readonly attribute.

Anybody know how to modify the script so my vertices all snap to the nearest integer?

Use the following script:

import bpy

obj = bpy.context.scene.objects.active

for vert in obj.data.vertices:
    vert.co.x = round(vert.co.x)
    vert.co.y = round(vert.co.y)
    vert.co.z = round(vert.co.z)

Let me know if you run into any problems :-)

Why don't you simply use loop?

for verticle in bpy.data.meshes['meshname'].verticles:
    verticle = int(round(verticle))

Will this work for you?


Camera view is broken Camera placed like this (settings can be found at right):

If I enter camera view, I see this:

If enable viewport render it shows ok:

Also render from this camera is also proper

Why is this happening to camera view in any other mode?

UPD

UPD2

video:

https://www.youtube.com/watch?v=OV24sDP3spg&feature=youtu.be

We experienced the same issue here, though in our case the Viewport Render would not work either any more. However, we found out that it is linked to the Blender Screen Area, not the camera. We noticed this because we actually had more than one 3D View in our layout, and only one of them would show the described behavior. We checked again and again, and all properties were set correctly. They were indeed identical across the areas.

To fix it, switch another screen area to a 3D View. The camera should behave as it is supposed to there. Now collapse the broken one. You can also switch to a different screen layout using the Dropdown box in the header:

I don't now whats happening,  but I'm pretty sure that you can fix it by deleting the existing camera and replacing it with a new one.


Why can't I render 16K? (Cycles crash) I'm trying to render an image at 16K resolution (15360 × 8640) but Blender (version 2.81) keeps crashing after rendering a few tiles. 4K animation (over 5 hours rendering) and 8K static images render just fine without crashes.

Both CPU and GPU render mode has the same behavior (I'm in supported feature set). I thought it was maybe a ram problem but the scene is about 3gb and I have 32GB of RAM installed.

Does anyone have a clue what the problem might be?

I'll have the same problem with a small 200mb scene. If I use more than, say 200 samples, then the scene will crash. If it actually was a memory problem, then Blender would give you the error: Out of memory. A few things I have uncovered that help me with this is using less samples, denoising, and using smaller size tiles for rendering. (CPU). Using larger tiles for your GPU may also work. Blender will also crash if your CPU is slower than the minimum speed for processing a huge render. One last thing that might help is to use more CPU threads. More threads will use more of the CPU, so that more of the CPU is used for rendering. This may help Blender to not crash. I compared rendering a scene on one thread as opposed to 250, and there was a big difference. The downside to using more threads is that the rest of your computer may run slower. These are just some options for rendering, but I hope at least a few help.


Change pole angle without affecting mesh I have rigged a zombie, and when I change the pole angle it affects the mesh's flow. I have tried applying the armature both before and after changing the poles, but nothing works. Examples:

Is it possible to change the pole angle without affecting the mesh?

Yes the pole angle is messing the mesh up due to an IK Constraint. Disable the constraint, change the bone roll instead of pole angle, then re-enable and adjust pole angle to correct.

Before you apply armature you have to apply the adjusted pose as the rest pose. Select Armature and hit CTRL+A.


Mantaflow fluid does not take the shape of a sphere (Blender 2.8) I created a sphere and set it up as a container for Mantaflow Fluid. I created another sphere and set it up as an inflow object. No matter what I do and how I play with the values, I can't seem to get the fluid take the shape of the sphere, it only takes the shape of a cube. Seems that it only takes the shape of the bounding box of the container.

Attached are the parameters I'm using, if ever needed.

The container/domain will always use the bounding box of the object (the cube/rectangle that enclose the object), you can see it by changing the object display to Bounds:

If you want to have the liquid stay in a shape that's not a rectangular box, you have to use a separate object set to Effector to act as a container.

For example, if you want the sphere to act as the walls of a container:

Duplicate it
Set the fluid type to Effector
Go into edit mode, and flip the normals so that they face inwards.
Back inside the simulation settings, set Is Planar, and turn up the Surface Thickness until things stop leaking

Put your flow source inside the sphere.
Bake
???
Profit!

You should get something looking like this:

Here's the blend file:

Consider using older versions of Blender. Older versions of blender may have shape preserving features. This effect would be for more fantasy scenes.

https://www.youtube.com/watch?v=WruTNnF6Ztg

It is not clear that this one does.  It appears you have a domain and a source of fluid.  The fluid does not retain the shape of the source of the fluid.


How do I make an object look wet? So I started a project and it mainly revolves around a manhole and a street, and it's raining, but I can't get the manhole to look wet.

One thing I tried was to mix 2 noise textures (one with a low scale and one with a high scale), and mix that with the gloss texture, however that barely changes anything.

The Road has puddles on it, ripples, etc. and practically looks pretty wet, however the manhole looks pretty dry, and I can't seem to figure out what to do to fix it.

I thought about making the ripples (made following Gleb Alexandrov's tutorial) affect the manhole too, however I don't know how to make it in a way that looks realistic, as the manhole has a displacement texture, so adding ripples on it wont really fit.

You can see the material for the manhole below, but the node system is huge, so I color-coded everything.

Dark-Blue: Texture Coordinates, Mapping, and Color Ramps

Bright Red: Mix Shader

Dark Red: Overlay Maps (although I don't think they're having much of an effect, so you can ignore them).

Green: Diffuse Stuff (The two textures are the diffuse and the AO map)

White: Reflection

Cyan (sort of): Gloss

Basically that is the node setup for the wet material

[![enter image description here][3]][3]

so that is the result. the darker part is obviously wet.. with some part still holding water that causes reflections :P
i guess it helped... if not.. look for the how to make puddles tutorial by BLENDERGURU


How to make a semi-realistic metalic texture/material I just finished my tank 3d model but i dont know how to go with the texture/material.I would like to create a semi realistic metal texture with bumpmaps and other things that come with metal materials.The problem is that anywhere i search online i cannot find a free way to get such a texture/material.Everything i would like to use is behind a paywall,thus im looking for a alternative.How hard is it to create a semi-realistic texture/material with a photo editing software?

There are many ways to do this.  Here's one that requires very little work, but gives you very little control:

Either find a photograph on line that you like or create one of your own.  You can use it as the basic image texture and, by processing its colors, to create the other maps.  There are a lot of things you can do, but here is a simple example node group, using a texture I grabbed from textures.com. Note that I deliberately exaggerated the effects so they would be obvious. I also used an HDR from sIBL.

The basic idea is that you turn the image into a black and white image and use the black and white image as the map you want.  Here I simply used color ramps to enhance the contrast.

EDIT: (I forgot this paragraph) The first three photographs are quick renders of just the image, the image + fake roughness map, the image + roughness and bump maps.

A second approach is to do the same thing, but to use tools outside Blender to create the other maps.  Crazy Bump has been mentioned.  You can also use your favorite photo editing program.

A third approach is to create your own textures procedurally. It would take an

The second and third approach require that you climb learning curves, but in the long run, both give you a lot of control over your own maps.

Finally, some of the commercial texture sites offer all of the necessary maps and provide free versions of some of them as an enticement.

i would consider textures.com. they have free materials up to 2k i think. only requires email, higher resolution requires premium. there is a free software called crazy bump to create bump maps and Ao, ect. these can all be used in the principled shader for some pretty good results


Can't fit plane to nurbs path to create a race track I'm new here and I'm making a racing track for Assetto Corsa.
I don't know what's exactly happening, but something doesn't let me to apply a Curve modifier to a plane.
I'll explain myself: to make the track, first I added a Nurbs Path (Add > Curve > Path) and closed it by pressing Ctrl + F.
Here's the problem: I add a plane (to make the road), then I add a modifier of array to it to make it long as the path is, this modifier works ok, but when I add the next modifier (curve) and select the nurbs path on the object selector the plane disappears and I don't know why. Please someone help me, it's very important for me.
I leave a screenshot as well as the .blend file. If you need something else just comment; I'll be watching this question and replying very fast.

Thanks in advance! Hope someone can help me.

.blend file:

Make the curve and plane have the same origin point. Apply transformations (Ctrl+A-->Rotation & Scale) in Object Mode to both objects. Subdivide the plane with loopcuts in Edit Mode (Ctrl+R). Give the plane the Curve Modifier and set the Path as a target. Choose the right deformation axis. Then go to the Curve header and check the Stretch and Bound Clamps checkboxes in a Shape panel.

To make te plane more detailed along a curve subdivide the plane with W-->Subdivise or add more edgeloops at the start.

EDIT: Deleted unnecessary points of your curve path and it works fine. Remember to use apply modifier while in edit mode option. It's very helpful in this case.

Here's the .blend:

just saw your comment. I'm answering because this morning I created an accound and just deleted the other account cause it was a temporary account and now I can't comment because I have less than 50 points of reputation... nevermind.
thanks for commenting again and don't worry, we all have things to do haha
I'm currently having some issues with the walls on the track.
I posted a question before, take a look and better comment there so we can keep threads clean. I'll wait for your comment, thank you man and welcome back! :)
Oh man, just saw a lot of people answered and I asked for it only 2 hours ago... this website is great, there is a lot of people who is ready to help you on avery case. take a look and thanks a lot, you helped me so much.
walls on the track


Advice on how to approach scene involving zooming down to atomic scale? The animation I'm planning involves zooming in on a stainless steel ruler all the way down to the atomic structure in a single shot which would involve passing through the following levels of detail:

Shiny brushed stainless steel ruler with numbers and markings as additional texture (photo realistic).
Etched depressions that make up the markings.
Scratches / pitting that make up the brushed texture.
Grain boundaries* (see note below).
Packing of atoms within the crystal grain.
Individual atom within a crystal grain (fuzzy ball of questions & confusion).

*note: steel at the atomic level consists of grains of crystal clumped together where the atoms that make up each grain are arranged in an orderly matrix, the grain boundaries are where the axis of the different grains don't line up.
So my question is what plugins and techniques can people suggest to accomplish this as painlessly as possible.
I'm thinking I may be able to approach it by modelling a large enough patch at each detail level to just fill up the camera and then somehow stealthily transition between the texture at the larger level and the detailed model at each stage as the magnification increases.
Alternately via the python API generating a dynamic texture dependent on the current zoom level of the camera something like a fractal texture [just spit-balling here - haven't even looked at the API yet].

You will have to blend two shots together. Its most likely impossible to get the geometric level of detail at the atomic scale that will work for a macro shot. I would model the scene with the ruler, with some textures etc.

Then add some procedural textures for pits, scratches, etc. That way we can continue to zoom in without becoming pixellated.

Next model a completely different scene that is molecular in scale and have a zoom animation in both scenes that match up. Once your first scene gets close enough, start blending into the second screen. You could use the compositor, or maybe just a plane in scene 2 that has a texture of the rendered video from scene 1. As you get close in on scene 2, adjust the transparency of that image plane.

Good luck!

You could try changing the clipping on the camera object so that the bounds are very large, allowing for it to see things very far away AND close up, and making the whole ruler extremely large. You could also change the lens length of the camera with keyframes, to add to the zooming effect.

EDIT: This is a very hacky and clunky solution; see below.


Why is part of my model not being rendered? Why is the selected object displaying in the 3D view, but not rendering?

In object mode, it shows up:

However, it does not show up in render mode:

Why is this so and what causes it to hide in render mode?

There are a lot of reasons why this might be happening. While these may not be the reasons for why it's happening for you, it's a good place to start.

Render visibility disabled in outliner

This is one of the most common reasons for something not appearing in a render.

Just make sure that this is always checked for any objects that you want to render.

Blender Internal Specific Issues

When working with Blender Internal, there are some issues with materials that could be causing your object not to show up in the render.

Having those settings in your material will cause the material to be completely transparent. Having a texture effect the alpha can also cause this.

Cycles Specific Issues

There are a few ways an object can be accidentally hidden from a render in cycles.
Probably the most common, is to accidentally uncheck camera from the ray visibility in the objects tab of the properties panel.

Unchecking camera will basically make the object not show up in the image (although reflections, shadows, etc. may show up and the visibility of those can be controlled using the other checkboxes)
In cycles, an object could also disappear from the render, if the material was transparent (contained a transparent shader).

Layers

The last major reason why an object might disappear from a render, is layers and renderlayers. Always make sure that the object that disappeared is on one of the currently viewed layers.
For renderlayers, be sure that you have all of your scene layers selected. These are the same as your currently viewed layers, and are tied to them. If you select or deselect a layer from there, it will also be selected or deselected in the viewport.

The layer section is where you include the layers that you want used in a specific renderlayer.

The last things to check is your exclude and mask groups. The exclude group simply excludes the contents of a layer completely. No lights or anything similar from those layers will be shown.

For mask groups, just make sure that you aren't masking out any of the layers that you want visible. If you have a mask layer enabled, it will automatically cut out any pieces of it that appear in a higher Z-Depth.

Flip the direction of the normals on the torus.

You can do this by selecting the object, entering Edit Mode, selecting all vertices, and then pressing CtrlN


How to stop fluid inflow? I have fluid simulation with an inflow object. I want the inflow to go for 2 seconds, then have the inflow stop (so no more fluid is added) but keep the simulation going  (so the existing fluid sloshes around).

However, I do not see any way to set start and ending values on my inflow object.

How do I stop inflow at a certain frame/time in my simulation?

Animate the Fluid's Enabled property:

By right-clicking on it and Inserting Keyframes:

scale down the inflow obj , or animate its position to make it get out of the domain when you need it stopped and bake ;)


How would you model a pyramid pattern? I’m trying to model this kettle with a pyramid pattern on the lower side of the kettle. The problem that I am facing is that I have a Subdivision Surface modifier on the object to give it that smooth round look. If I try to model each individual pyramid, the Subsurf smooths out the pyramid.

What is the best way of achieving this look?

You can model the pyramids either scaling extruded individual faces to 0 and then removing doubles(w->r), or you could poke the faces(alt+p) and then select the middle vertices by the amount of adjacent faces or connecting edges(shift+g menu) and use Shrink/Flatten(alt+s) to move them outwards in the direction the surface is facing. You could then grow selection(ctrl++) and bevel(ctrl+b) the edges so they remain sharp(ish) after Subdivision Surface modifier. You could crease the edges(shift+e) instead of beveling to have them completely sharp with the Subsurf, but that would be a bit unrealistic since edges are rarely completely sharp.

Use Smooth Vertex tool on selected vertices. Or separate, by selection, pyramids, that are poked faces made with Alt+P ,and give the rest Smooth shading (Tools).


Blender Does not Render Image My image is not rendering in cycles render. I can see everything in the rendered viewport but when i do a final render i only see a Black and grey checkered screen. After a while blender will crash.

I have tried to uncheck sequencer and render but same thing happens. All the objects are not hidden and fully seen. I have tried both using f12 and the render image button in the menu to render the image.

Would appreciate if someone can help me out its been a pain trying to figure out the issues ty :)

If you have a few View Layers you should properly manage it render settings.

Please share some screenshot with us!


Dots show on Volume material So I've done the atmosphere, but the Volume material has given it loads of dots. I assume this is the resolution of the Volume light but is there a way to get rid of them without bumping up the resolution to over 100,000?

Try decreasing the Step size in the material settings:

Note that this will increase render time.

Check out Andrew Price's article on eliminating fireflies.  He lists 7 settings that reduce their appearance.
Link to Article
If that doesn't work, try adding a Despeckle node to your compositor pipeline.


Outline on transparent background I'm rendering my scene on 3 separate render layers with transparent background. All layers have strange tranparent outline (around hand and laptop on picture) which I tried to fix in compositor with no luck.
[upd] when using eevee there is no such issue.
What am I doing wrong?

[upd 2] I reproduced the error in a simpler scene. Check out this file and second image.

Are you using the denoiser node in the compositor? I’ve had something similar happen using the denoiser and transparent backgrounds.

(Please don't use links to site that require login or passwords...)

@Troy_S is correct on his comments I will elaborate a bit.

If you are adding an element with alpha channel over the hole of the same element on the background, created by another alpha channel, you will get those edges. The images are being added but the alpha channels are not combined.

Only the elements being overlaid should have alpha not the background.
The idea is that you are adding an element over another using the alpha channel of the element on top, not one on top of a hole in the underlaying image. The proper operation is Alpha Over.

If you must "add" images on top of the alpha channel of another image (i don't know why you would), then all alphas should be combined.

Add the RGB image and the ALPHA channels separately and associate the alpha to the RGB information with an add alpha node.

Note however that adding is not the right concept to use when layering images. Alpha Over uses the alpha channel to control the mix of the top element. Add will not use alpha, it just adds the RGB values of one image on top of the values of another, and you might get into situations where many layers added together might look semi-transparent and bright instead of on top of each other.

To deal with more than two layers just use more alpha over nodes and add all of it on top of the background, like in this example:

For more info:

https://blender.stackexchange.com/a/49137/96912

and

Cycles alpha mask hole

and

https://blender.stackexchange.com/a/67371/213


How to accomplish realistic piles of dirt in Blender? Got a question about how to accomplish realistic piles of dirt in Blender. Look at the design sketch below. See the dirt falling from between the cracks of the fingers?
I remember seeing this add-on a year or so ago but I forgot the name and couldn't figure out the right keywords to search. It did something like randomly drop particles where you wanted them. In the demo they were dropping fruit in a bowl I believe.
My main questions.

How should I approach the piles of dirt? I tried experimenting with a particle system and couldn't get the piling up effect. Should it just be one object with a dirt material? It needs to be quite realistic for my client.

Same question with the dirt in the hand. I imagine it could just be a textured object but I'm worried it will look bad towards the bottom as it becomes falling particles. However if I fill the hand with particles that's a LOT of data.

I think you get the point. I need help wrapping my head around how to best approach the dirt in this design where realism is the goal. Thank you!

The addon you are talking about is probably Molecular (Sand sim with Molecular)
Simulating everything will take a beefy PC and huge amounts of simulation time, and will only look good if you got the settings right before hand, but if you do its very rewarding.
You maybe want to look into techniques like
Particle Dirt

Particle Dirt

Displacement and bump mapping with PBR textures

Displacement and bump mapping

Even tessellation / Micro Displacement (adaptive subdivision)

Sculpting

To shorten your time and gain more control


Is there a name for a mesh has 4 vertices that is not flat Is this good to keep or should i avoid them?

For animation you should avoid such mesh, but if the mesh wouldn't be animated you could over look it. I don't know the name of such mesh for now but i will research on that.


How to Use Pillow (PIL) Inside Blender Addon? I want to do

from PIL import Image

inside a Blender addon. But it throws this error at me:

ModuleNotFoundError: No module named 'PIL'

Thus I've tried to install Pillow via pip like this:

import subprocess
import ensurepip
ensurepip.bootstrap()
pybin = bpy.app.binary_path_python
subprocess.check_call([pybin, '-m', 'pip', 'install', 'Pillow'])

But this doesn't work, either.

What am I doing wrong? :)

I finally had to copy my PIL package from C:\Program Files\Python37\Lib\site-packages\ and moved it into the Blender Foundation\Blender\2.8.2\python\lib\site-packages and everything started working fine.


Snapping vertex to face during proportional edit I have a human body object. I'm creating a new object that conforms to the surface of the body. I'm using "snap to face" to keep new vertices on the faces of the body object. I want to use proportional editing on the new object. Is there a way to keep all vertices attached to the faces? A plugin, perhaps?

Besides all the good suggestions that came so far, what comes closest to your question in my opinion is the project individual option of Blender. You need to set snapping to snap to face first to see the button. Then you can toggle this option on in the 3D Viewport (red square):

Now, all translation tools, move, rotate, scale, even with proportional editing, will snap the whole selection to other faces from the view you're looking at (hold down Ctrl to enable snapping of course):

Quick animation / comparison here:

Retopoflow for the win. It's technically a retopology tool, but its surface snapping tools allow it to do a lot more. This is where I got it.  https://cgcookiemarkets.com/all-products/retopoflow/


Creating water in a glass another newbie question...
I have created a glass in this way: pic2-4.
Then I tried to create water in it by duplicating an inner layer and making it a separate object: pic 1-5.
The problem is: when I extrude the top vertex to create a water surface (as I duplicated an inner layer after I created a glass and deleted a top vertex in it) I cannot close the hole in the surface. Also, there are grey shadows, which I suppose shouldn't have appeared.
Maybe there is another way to create static water?
The file is here: https://www.dropbox.com/s/dxt3xajio75if1o/file1.blend?dl=0

Select the vertex you extruded, and bring out the Properties panel (hit N or click View -> Properties). Under Transform, make sure Local is set, then manually set the X and Y coordinates to 0, but leave the Z coordinate as is. This will adjust the vertex's position to right above the object's origin, without moving it up or down.

Strictly speaking, the hole is still there after this, but it has a size of 0, but it may become visible again after subdividing, as this may also move some vertices. To remove it altogether, you need to click Apply in the screw modifier, then go into edit mode and remove double vertices. To do this, select everything by hitting A as many times as needed, then hit CtrlV followed by D or click Mesh -> Vertices -> Remove Doubles.

hi there try to move in x direction nd u will have no longer hole on top


Tiller ploughing land. The tiller should leave marks on the sand materiel and while ploughing sand particles should emit from the tines of the tiller I was able to create sand, however am unable to draw lines on it.I want to animate a tiller working on sand leaving lines on sand. Plse help with video

Use Dynamic Paint to produce a Displacement.


ClothFX animation not working I'm not familiar with animation, so I'm betting it's something simple. I'm trying to do a simple cloth collision with ClothFx Haddon and it animates fine with the timeline, but will not render. I've searched and the only two things I've found that could cause this is either a subsurf modifier that has not been applied or the subsurf modifier not below the cloth modifier. I tried both of those and they didn't work; the trigger still goes right through the cloth. Any help would be appreciated.  http://pasteall.org/blend/index.php?id=44687

thanks...

Make sure you have your modifiers in the correct order. Had someone help me figure out this order that worked for us.

The solution above is NOT working for me. Im using ClothFX v2 and the right order of the modifiers to get them rendered is as follows:

So don't forget to order them BEFORE baking and remember, this works with the VERSION 2 of ClothFX!


Glass rendering incorrectly with dark areas I am a fresh newbie in Blender. I watched lots of tutorials from Blender Guru, and wanted to make a potion bottle. I don't know what went wrong, but the shading went completely wrong, and for some reason the main spehere doesn't reflect anything. If anyone knows why, please help me!

I used a glass material, mixed with diffuse for the bottle.

The dark areas are normals facing the wrong direction. Fix these by selecting everything A in edit mode and pressing Ctrl+N.

To fix refraction issues, add a solidify modifier to the mesh. You might have to adjust the thicker part on the top. The glass shader is trying to guess where the glass is solid, so you should use it on closed meshes  only for the refraction to work correctly.

For tinting glass, use a volume shader in the volume material output instead of mixing the surface with a diffuse shader.

Maybe try principled shader.  It will be more... correct. With fresnel effect working you might see big reflections on the edges, just as in real world. Plug that straight into surface output and set transmission to 1, roughness to 0. Btw I am not sure if default IOR is correct for glass.


how to turn off x ray in particle edit mode? I'm trying to Comb my subjects hair, but it seems as though as if a kind of x ray mode is turned on and I don't know how to turn it off.

As you can see, the hair particles are going right through the bear and whenever I comb, it also counts the movement on the back of the bear's fur too.

I had the same problem. Just press the 'limit selection to visible' button.
In particle or edit mode, 3d view bottom left, next to the propotional editing mode.


How to scale the cameras view bounds? The current issue is that I need more space to the right for my text, but scaling the camera to capture more of the area won't work. Why is this so?

This is what I wish to achieve:

But I am stuck with scaling the camera:

(what is shown in red is what I wish to achieve)

How can I capture more of the area? (I prefer not to do any compositing).

You can also change the Resolution in Render Settings > Dimensions:

For this you probably want to increase the X resolution.

Notice

Note that you can't scale the camera up by adjusting these values, you will need to move the camera and/or change the Focal Length to zoom/scale the camera.

Adjust the Focal Length in Properties > Camera > Lens
The easiest way to zoom in/out with the camera is:

Enter Camera view (Numpad 0) and select the camera
Press GZZ to move the camera along the local Z axis.

By using a combination of the above techniques, you can place and scale the camera however you want.

In Blender 2.7 in "Display" settings.
Try Framing: Extend


Mesh + Armature Problem I finished modeling a LEGO man, so I decided to rig him.
After I rigged him, everything was fine:
https://youtu.be/ahPx-qFXO4o

But, when I tried to move the hips or body, the other parts were glitched out and didn't move correctly:
https://www.youtube.com/watch?v=fjmQoTe8Xlg&feature=youtu.be

Would really appreciate it if someone told me what the issue is. Thanks :]

Finally fixed it
if anyone has this problem, just recreate the bone structure and it should work :)


`pip install bpy` Not Working (LookupError: unknown encoding: future_fstrings) When I run pip install bpy I get this error:

Collecting bpy
  Using cached https://files.pythonhosted.org/packages/18/40/f8166da0a9c7f33bd0a942e9b86e83bd9ab07d85aabff6ffb7e0b939c3cf/bpy-1.2.3.tar.gz
    Complete output from command python setup.py egg_info:
    Traceback (most recent call last):
      File "/usr/lib/python3.7/tokenize.py", line 397, in find_cookie
        codec = lookup(encoding)
    LookupError: unknown encoding: future_fstrings

    During handling of the above exception, another exception occurred:

    Traceback (most recent call last):
      File "<string>", line 1, in <module>
      File "/usr/lib/python3.7/tokenize.py", line 449, in open
        encoding, lines = detect_encoding(buffer.readline)
      File "/usr/lib/python3.7/tokenize.py", line 436, in detect_encoding
        encoding = find_cookie(second)
      File "/usr/lib/python3.7/tokenize.py", line 405, in find_cookie
        raise SyntaxError(msg)
    SyntaxError: unknown encoding for '/tmp/pip-install-g68ruj02/bpy/setup.py': future_fstrings

    ----------------------------------------
Command "python setup.py egg_info" failed with error code 1 in /tmp/pip-install-g68ruj02/bpy/

I am using Ubuntu by the way!

You are missing the future-fstrings package. I'm not sure why it doesn't install automatically but a simple pip install future-fstrings should solve this.

It seems as if you are not required to install bpy, because it is already part of Blender.


Reparenting Bone, but there's a glitch How do I fix this message?

I need to reparent a bone to fix a glitch, but this little guy pops up.

Okay, I'm stupid. You can only re-parent bones from the Edit menu.


UV Mapping looks messed up after unwrapping I just marked the seams and unwrapped this human mesh. After I unwrap it, it looks like this ...

I have no idea why this is happening. Please ask, if you need further information.

The red UVs you can see in the UV editor are pinned. You must have accidentally pressed p with UVs selected. This means that they will be kept in place unmoved when you perform unwrap. To remove pining you need to select pinned UVs(or just all UVS with a)and hit Alt+P in the UV Editor. Once you do that Unwrap will work as you would expect.

Pinning is very useful if you for example wanted to manually define the border of some UV island or straighten some lines and then recalculate UV unwrap based on the UVs staying in place and shape you pinned them to.

My best guess is that you havent selected all the verticies and that it is only selecting the verts you can see. To select all verts either press "a" to select everything, or make sure you are in edit mode and tick or untick the box on the same bar as the edit mode button that says limit selection to visible, then press b to draw a box and draw a box around everything you want selected with the mouse, then unwrap. Though Im not an expert in blender so I could be wrong !


How to bevel correct way I have made the svg file and imported and then converted to curve.
As i have make with the red is my original mesh and the below is unmark bevel mesh.

I want my mesh to be bevel from the center and it should not created space or gap as seen the below mesh. The mesh should make bevel from the center mark in green.

Im i doing correct way or is there any other way or how should i make the bevel without creating gap or space in middle of mesh.

As the mesh is present same shape should be bevel from the center.

result

Reference image

You want to make sure that when you are using bevels you don't want any ngons  on your model. These are faces that contain more than four vertices.

In this situation sense you are trying to only bevel the center of the model try using the inset tool.

This can be accomplished by the "I" key while you have the desired faces selected.

Here is a link for how to use the inset tool from the Blender documentation.

https://www.blender.org/manual/modeling/meshes/editing/duplicating/inset.html

If I can be honest, I don't know in short. Though it was something that seems very practical and it really frustrated me I couldn't figure it out, there must be an add-on somewhere for it,

Though I think I may have come up with an alternative solution. If I can make some assumptions, it is important that you manipulate a curve not a mesh....You are not using it for a path and only for geometry... and you will be converting to a mesh at some point...

If this is the case, this file may have a solution that is not correct but may work, I have split the curve into two separate curves with two 'vector' aligned 'handle' at the points of overlap. Also manually added a curve to create the position required for a bevel.

So now all you have to do, is convert both curves to a mesh (You can join the curves if you prefer), Join the two objects together with Ctrl + J and then remove doubles, and now you will have a line of polygons at the exact point you want a bevel, just select them and raise appropriately.

https://www.mediafire.com/folder/hhdz4v4fnhbwh/Assisted_Files

(make sure you keep the vector aligned handles exactly overlapped, keep the resolutions exactly the same and do not edit the 'bevel curve' without altering both, I would delete the internal curve on one of the objects if you want to edit it's position, re-seperate it and then attach it exactly to the other curve object or add hooks/handles to edit both curves simultaneously (would you like me to do this for you?))

I hope this worked for what you intend to achieve, unfortunately unless I know the exact reason you want this feature I cannot give you a more suitable way to achieve it, this was just my best solution so far. I do want to investigate more, this does seem to useful.
Show less


Fatal Python Error on Startup (Not Responding) Can someone help me? Every time I try to run blender it keeps I get the same error, I tried to install blender as a zip file, install a previous version that I know worked for me before (on the same computer as now), install blender from Steam, and search all over the internet, here is the error message:

found bundled python: C:\Program Files\Blender Foundation\Blender/2.78/python
Fatal Python error: Py_Initialize unable to load the file system codec
 File "C:\Python27\Lib\encodings\__init__.py", line 123
  raise CodecRegisteryError,\
                           ^
SyntaxError: invalid syntax

Current thread 0x00002a20 (most recent call first)

Thanks in advance for any help.

That looks like Blender is using a very old version of Python. Try taking any path in C:\Python27 off your PATH environment variable.

I'm assuming you're running Windows 10, since you clearly use Windows but don't mention which version. Right-click on "This PC", then choose "Properties". In the next screen, click "Advanced System Settings", then click on "Environment Variables". In both the box "User variables for {your name}" and "System variables" doubleclick on "Path" (or any other capitalisation) and remove anything that starts with C:\Python27.

You may want to write down the original values you removed, just so you can restore them later.

When I was trying to use blender, I had a python path as an environment variables. Therefore, blender was unable to use it (I think), so I deleted the path and blender started working.

P.S I may be wrong, but the python path in environment variables was what causing me the problem.


Precisely move the 3D cursor The 3D cursor can be moved by simply LMB  clicking anywhere in the viewport. Is there a faster and easier way to position the 3D cursor?

An updated 2.8 answer can be found here

In both edit mode and object mode; press N to open the Properties. Scroll down to the 3D cursor. There are three number fields one each for the X, Y, and Z axes.
For finer control use Alt or Ctrl while dragging the mouse. Also see the Manual.

Note the coordinates are always in Global, how the transform orientation is set makes no difference.

If you want to place the 3D cursor at the center of something, lets say is an edge, go to edit mode press w to subdivide, select the created vertex, press shift+s then 'cursor to selected', the same thing with a plane, select the plane, create a loop cut by pressing ctrl+r, select the newly created edge and repeat above process.


How can I go straight to edit mode by choosing selection modes? That's basically it,is there a way to configure blender to go straight to edit mode when I choose a selection mode(eg; 1-for vertex,2-for edges or 3-for polygons)?

It may seem silly but I think it's bureaucratic since these shortcurts alone have no real utility.

I appreciate any help :)

I agree with you - and set up a macro on Belkin Nostromos Keypad.   So I kind of cheated to solve this (and set it up outside of Blender).    I also have been playing with this same macro with "VoiceMacro" to do the same thing.   "Vertex" is programmed to: Press ESC (make sure I'm out of circle select),
Press Tab, 6 (edit mode)
Press 1, (vertex select)


Fast way to remove internal faces for multiple objects at once I have some blends which have multiple objects and I want to turn them all in to one object with no internal faces for 3D printing. Currently I have been repeatedly applying a boolean modifier but this takes a lot of time as it has to be done for every single object I want to join. Is there any fast way to select all of the objects and get the same result as a union boolean modifier?

Does a Ctrl + J to join the meshs is what you ask ? Otherwise I don't have an answer. Maybe you should take a look at the add-ons, I think there is one with the booleans, but I don't remember its name, but I think it isn't on Blender by default.


Automate connections in 2 columns of nodes Here is a video proposal :

Tell me what you think

Partial solution (adding reroutes to all unused inputs and replacing them) :

If you prefer to read or didn't understand this rushed video :

So you have a bunch of nodes and you want to add reroutes to their inputs

add any node (doesn't matter which one since you'll delete it later)
move it on the left of your bunch of nodes
select your bunch of nodes and the new lonely one which you set as the active one
press K (with Node Wrangler enabled) to connect the lonely node to the bunch of nodes.
select and group the entire node tree except for the new lonely node which stays outside
in the group, Shift + left-click drag on the group input links to add reroutes on them
Tab to get out of the group
Alt+G to ungroup it
delete the lonely node you added previously
reorder your reroutes properly if some are not in the right place
Shift+= to arrange them perfectly

Voilà. Now you can replace those reroutes by any node with Shift+S. And if you need them to have specific parameters, don't forget Right-click > "copy to selected" to apply your changes from the active node to all the selected ones.

I believe if you select the nodes and hit F would connect them. I do not know what would happen if you connect with all the boxes selected.


Why is the preview render slower than the final render? Firstly, sorry if that's a stupid question. I'm kinda noob :P
The thing is that "normal" rendering with GPU is slower than rendering in preview. I made sure that the resolution in which I render is the same as in the preview but it's still slower as if it was rendered with CPU.

Use rendering CPU to GPU, it can be faster then GPU

Change Render Setting
Use thisenter link description here

If you are rendering more colors, change to sampling to 200 to 10


Why does the zoom sometimes stop at a point? I often find that I can zoom in to a point, but then cannot zoom any more, even when there is a lot of room to zoom to the meshes on the scene.

This is particularly annoying in the following scenario:

I often land up left clicking on the scene and the 3D cursor shifts there. I use Shift+C to shift the 3D cursor back to the origin. However, this also centers the view on the cursor and shifts the view to show all objects, and sometimes this zooms things way out – at this point, if I try to zoom in, I can zoom in to a point (using the pinch/zoom on trackpad), but then it stops zooming in.

How do I zoom in after that? Is there anything else I am doing wrong in this case?

Explanation (Brief)

Blender's 3D navigation uses a central point to orbit around.

In practice this is good for modeling an object which you rotate about a lot to see from all sides(think of a potter using a wheel).
However this makes it awkward to explore a scene or model an object from the 'inside', for example.

There are some ways to use Blender without this being an annoyance. ... read on!

Explanation (Detailed)

Blenders view is constructed by 3 elements.

location: the point of interest that orbit when rotating the view-port (the center of the screen).
distance: the zoom level (distance from the location).
rotation: value for yaw-pitch-roll (around the location).

linked to API reference.

Typically users don't need to worry about this detail, however zooming will only change the distance which is an offset from location (where 0.0 is zoomed in as far as possible == no offset).

Solutions

Early on using Blender I was quite annoyed by this limitation, of course there are ways to set a new view-center, common way is to select an object and press numpad ., but what if there are no objects where you want to look at? .. or the object is very large? (a terrain mesh for eg). Sometimes I found myself rotating the view 90d, panning, then rotating back - which seemed an unnecessary workaround.

Here are some ways to navigate in large scenes or scenes with no obvious center...

View Dolly: CtrlShift + middle-mouse or Shift++/-works similar to zoom but translates the view center (like panning forward).I think this is the most direct answer to your question, but listing other methods too.
Walk/Fly Mode: ShiftFAs with dolly this can move the view back and fourth (using the mouse wheel), but you can also look around using the mouse and WASD keys, its a mode all on its own and has pros and cons which are better explained elsewhere.
Auto Depth (Interface Preferences): useful in combination with Zoom To Mouse Position, Using these will make sure the distance is always the value under the mouse cursor, this means you have to consider where you click when moving the view but can also be very handy since it gives you a lot more control.If you work with large scenes - like a game level for example, and want to move around a lot, I'd recommend to try these options. See this video for a demo.
Border Zoom: ShiftB: Also sets the center-point when zooming.
Center the view around the mouse cursor:AltFThis will take the position under the cursor and make it your viewpoint center.
Center the view around the 3D cursor AltHome
NDOF (N-Degrees of Freedom), also known as a 3D mouse, hardware you can use to navigate a scene with Blender, See devices made by 3dconnexion. Blender's 3D View supports this, allowing you to explore a scene. Walk/Fly modes also support NDOF devices.(Note, this is not a promotion of 3dconnexion, in fact there are very few companies who make such hardware, So currently Blender only supports 3dconnexion)

Other answers claim that it's just because at some point you reach the maximum focal distance and you can't zoom anymore. But this doesn't happen normally, it just seems that some setting has been messed up. My workaround is to just create a new project and import the objects that I have so far created, and everything start working normally again.


Rotate an object to camera view I try to make this as clear as possible:
Starting Point
I place an object at the center (0,0,0) of the scene. Then I place a camera given a fix radius on a hemisphere around the object (and use Constraints to make it always look at the object) and render the image. I export the object as .stl with y-up and minus-z-forward, in order to open it with another library that uses this different convention.
Problem
I would like to rotate the object in such a way that it would correspond to the view of the rendered image.
Approach
The angles for azimuth and elevation are known. So I calculate the rotation matrix given the two angles (I need a homogeneous rotation matrix, thus appending the 0s and 1).
def angles_to_matrix(phi, theta):
    # phi describes the azimuth
    azi = phi
    # theta describes the inclination angle, thus:
    ele = radians(90) - theta
    rol = 0

    e1 = cos(rol) * cos(azi) - sin(rol) * cos(ele) * sin(azi)
    e2 = sin(rol) * cos(azi) + cos(rol) * cos(ele) * sin(azi)
    e3 = sin(ele) * sin(azi)
    e4 = -cos(rol) * sin(azi) - sin(rol) * cos(ele) * cos(azi)
    e5 = -sin(rol) * sin(azi) + cos(rol) * cos(ele) * cos(azi)
    e6 = sin(ele) * cos(azi)
    e7 = sin(rol) * sin(ele)
    e8 = -cos(rol) * sin(ele)
    e9 = cos(ele)

    return np.array(((e1, e2, e3, 0), (e4, e5, e6, 0), (e7, e8, e9,0 ), (0, 0, 0, 1)))

The rotation does not look right. & I feel there could be several things going wrong:

Did I miss something concerning the change of axis orientation?
Is it even possible to use the same angles for calculating the sphere coordinates to calculate the rotation of the object?

Do you have any ideas?

Align object to camera
This will give same result as adding an object in camera view, and using ALIGN to VIEW
By default a blender object faces -Y and has Z up. The camera on the other hand looks down -Z with Y up.
Can decompose an objects matrix into its location, rotation and scale, and then recompose.
In this case get the rotation part of the camera matrix world, transformed to -Y forward and Z up then recomposed into the object with its original scale and translation.
import bpy
from mathutils import Vector, Matrix
from bpy import context
from bpy_extras.io_utils import axis_conversion

scene = context.scene
cam_ob = scene.camera
ob = context.object

A = axis_conversion(
        from_forward='Z',
        from_up='-Y',
        to_forward='Y',
        to_up='Z').to_4x4()

loc, rot, scale = cam_ob.matrix_world.decompose()

ob.matrix_world = (
    Matrix.Translation(ob.matrix_world.to_translation()) @
   (rot.to_matrix().to_4x4() @ A) @
    Matrix.Diagonal(ob.matrix_world.to_scale()).to_4x4()
    )

For anyone else getting lost in rotation matrices and axis orientations:
Ignore the def angles_to_matrix() function above. The calculation of the whole rotation matrix depends on the order in which you want to apply the single rotations. Also one has to consider the axis orientations.
Solution: Let's do it step-by-step and use a bit of trial & error
We are dealing with two angles to calculate the spherical coordinates for the camera:

azimuth: in Blender that's the rotation around z; in Blender it's defined between [-180°, 180°] (showing the front of the object)
elevation: in Blender that's the rotation around y; since we want only the upper hemisphere it's defined between (0°, 90°] (? for some reason it behaves weird with 0°, where it will always show the object from straight above ignoring the azimuth orientation)

Now because we will do the rotation in a differently oriented system (y-up, minus-z-forward), the azimuth angle becomes a rotation around y and the elevation a rotation around x.
We use the following single rotation matrices. Careful, these ones already describe the calculation for the new system.

Last but not least: my target framework seems to use a different reference axis (?). Thus, an azimuth of -180° (front) in Blender, does not correspond to the same view in the different system. By trial and error we can find the values to correct the angles.
blender_azi = radians(0) # back of the object
blender_ele = radians(90) # zero-level view

# find out the value by trial and error
azi = blender_azi - radians(180)
ele = radians(90) - blender_ele

rotation_azimuth = np.identity(4)
rotation_azimuth[::2, ::2] = np.asarray([cos(azi), sin(azi), -sin(azi), cos(azi)]).reshape(2,2)

rotation_elevation = np.identity(4)
rotation_azimuth[1:3, 1:3] = np.asarray([cos(ele), -sin(ele), sin(ele), cos(ele)]).reshape(2,2)

rotation_matrix = rotation_elevation @ rotation_azimuth

I used the rotation matrix to rotate each point of the point cloud.


Select every other face loop How can I select every other edge loop. In this example its not too bad to do it manually but it other cases it might be. How can I easily select alternating face loops?

Every nth face loop:

Switch to edge select mode (CtrlTab> Edge)

Select an edge loop (AltRMB) going in the direction you want the edge ring selection to go.

Checker deselect (3D view > Header > checker deselect) the edge ring (you can use the F6 menu to set the number of edges to skip before deselecting one)

Select another edge loop (AltShiftRMB) in the direction you want the edge loops the go.

Press Edge ring in 3D view > Header > Edge Ring.

Note that when using checker deselect numbers > 2, you might get extra edge loops. Switch to face select mode afterwards to get rid of them.

Every nth edge loop:
The original text of the question asked about edge loops, yet the image was of face loops. Here's a technique to select every other edge loop.
Note if you are using a version of blender newer than this commit (2.71), then you can skip to step 4.

In vertex select mode (CtrlTab), select two edge loops one edge loop apart (AltShiftRMB), that are perpendicular to the direction you want. Then select a single vertex in between them (ShiftRMB). (This is required because Checker deselect only affects selected geometry connected to the active element. i.e you need one connected selection).

Use checker deselect (3D view > Header > checker deselect), then press F6 to edit the N in nth if you want. If you see that the wrong set of edges (the ones you want to remain deselected) are being kept by the selection, change the Offset value.

Still in Vertex Mode, select the edge loop (AltShiftRMB) in between the original two edge loops.

Switch to edge select mode (CtrlTab). You should see parts of the loops you want selected, plus one crossing loop you don't want.  If the wrong parts are selected, back up to step 2.

(Versions prior to 2.71: skip this step.)
(2.71+): Select an edge ring with CtrlAltRMB, then run checker deselect. (Thanks to ideasman42 for making checker deselect work with edges).
(2.79): Select the edge ring (perpendicular to the loops you want), but leave it selected.

Press Edge Loop in 3D view > Header > Select.
(2.79): Also deselect the unwanted perpendicular edge ring.

In 2.70a:

Change to polygon mode

Press Alt + Right mouse button to select loop (or left if you have changed defaults). Where you click on the polygon determines which loop is selected. You want to click in the upper half of a polygon near the top edge in the middle

For subsequent loops also hold down the Sift key while you Alt + click to add to the current selection


Multiple objects to particles Is there any way to add multiple objects to a particle simulation (emitter) without having to join the objects before adding them to the sim?

You can put all objects you want to emit in one collection. In the Render settings of the Particle System you can choose Collection which will use all the objects in this collection.
By default, it's picking single objects to be emitted as particle. But you can check Whole Collection which means, each emitted particle will then consist off all objects in this collection in their relative positions like they are placed to each other.
For emitting single objects of the collection you can also check Pick Random, although it already looks random to me without this enabled.
Another setting you might want to use is Use Count, there you can specify if some of those picked should appear more often than others from the collection.

When you create a particle system for the second emitter, click on where it says "ParticleSettings.002". It will bring up a menu, and you can select your other particle system. They will be linked, and have the same particle system without being connected.


How to direct fire effect? I am trying to create a sort of "fighting" type scene where balls of fire are around our hands. I want to get that visual effect where it is also trailing slightly behind the movement of the hands so that it looks like it's swinging through the air.

The problem is, the fire is just sort of globing up around my hand. It's also showing over top of my arm, which realistically, it should pass behind it and out of sight.

How can I secure these two effects to get a more realistic looking fire from my blend?

Thank you in advance!

You can use masking for that, add a mask in the motion tracking editor.


Unable to paint texture I referenced this tutorial to paint textures using bpy. I just replaced the Cube object with my mesh object loaded from an obj file. Rather than using all the textures I just used one of them (in code it is sTex). But on running my script, I don't see any texture inpainted on the mesh.

import bpy, os, math
from mathutils import *

class Material:
    def __init__(self, name, diffuse, specular, alpha):

        mat = bpy.data.materials.new(name)
    mat.diffuse_color = diffuse
    mat.diffuse_shader = 'LAMBERT'
    mat.diffuse_intensity = 1.0
    mat.specular_color = specular
    mat.specular_shader = 'COOKTORR'
    mat.specular_intensity = 0.5
    mat.alpha = alpha
    mat.ambient = 1

    self.mat = mat
    self.add_texture()
def set_material(self, object):
    object.data.materials.append(self.mat)
def add_texture(self):
    sTex = bpy.data.textures.new('BumpTex', type = 'STUCCI')
    sTex.noise_basis = 'BLENDER_ORIGINAL'
    sTex.noise_scale = 0.25
    sTex.noise_type = 'SOFT_NOISE'
    sTex.saturation = 1
    sTex.stucci_type = 'PLASTIC'
    sTex.turbulence = 5
    mtex = self.mat.texture_slots.add()
    mtex.texture = sTex
    mtex.texture_coords = 'ORCO'
    mtex.use_map_color_diffuse = False
    mtex.use_map_normal = True

def load_mesh(path):
        bpy.ops.import_scene.obj(filepath = path)

def start():
    os.system('cls')
    print('######## Output of Script #########')
    path = "Mesh.obj"

    load_mesh(path)

    Man = bpy.data.objects["Man"]
    Man.scale = Vector((0.613, 0.613, 0.613))

    Man.select = True
    bpy.context.scene.objects.active = Man
    red = Material('red', (1, 0, 0), (1, 1, 1), 1)
    red.set_material(Man)

if __name__ == "__main__":
    start()

What I know is - To paint a texture
        1. Load the mesh.
        2. Create new material for the mesh.
        3. Select a texture corresponding to this material. Go to edit mode for that mesh, select all vertices, then unwrap using SMART UV project.
        4. Go to UV Image editor, unwrap using SMART UV project, select the texture created above.

But I'm not able to do this with bpy.
As such the code runs without any error. Please help me where I'm missing. If possible, explanation with a piece of code will be much more helpful.

That example tutorial runs and returns an error if you haven't saved the example image in the tutorial to your home folder.

Texture paint is easy enough without python code being necessary, but this seems to be over-complicating what would be normal per face material and image texture assignment. The example tutorial provides no result that is of benefit other than to understand how the code works - but I may be biased toward using a paint or bake option instead.

bpy.ops.object.mode_set(mode ='OBJECT', toggle = False)

    bpy.ops.object.select_by_type(type='MESH')
    obj = bpy.context.selected_objects[0]
    obj.select_set(True)
    view_layer = bpy.context.view_layer
    view_layer.objects.active = obj

    textImage = bpy.data.images.new(name=textName, width=512, height=512)
    bpy.context.scene.tool_settings.image_paint.mode = 'IMAGE'
    bpy.context.scene.tool_settings.image_paint.canvas = textImage


Cannot Keyframe - Vers.2.83? In VSE, I cannot get any of the keyframe properties to work!

Example: In the VSE, using Saturation, at Frame 1, I slider to "0" and select "I", then move to frame 30, slider to "1" and select "I".  This only changes the "0" at Frame 1 to also be "1".

Example 2: In the VSE, I've added a text layer and want it to scroll.  At Frame 1, have the Y location set to "Bottom" with a parameter of -0.01, and then select "I" (turns yellow); I then move to frame 30 and set the Y location to 0.87, select "I" and it turns yellow. However, the "-0.01" at Frame 1 has now also changed to "0.87", and there is no animation!!@

Is this something you can no longer do in 2.83?

I had this problem and I redownloaded Blender 2.83. I opened my file, and all the keyframing works the way it's supposed to. Proabably a bug.


How can I uniformly modify a pipe with coding? I have a plain pipe with a center-line. I need to gradually decrease its diameter towards the end (to create a taper). I've been told that I should use some codes to scale the bones automatically. I would be grateful if anyone could kindly help me with this question.

This is actually a practice. The main task is to modify a 3D model of a vessel (which is more complex) using blender.

Thank you very much.

Mohammadreza

It may be that you need nothing more than a proportional edit, set to 'Linear' profile, and in 'Connected' mode.

With Median Point as your pivot, select an edge loop at one end of your pipe. The extent of the scaling along normals (AltS) will depend not on the geometric distance from your selection, but on the topological distance (the total edge-length from your selection).. so it works round corners, linearly tapering as you go.

The circle in the 3D view may no longer be a visual indicator of extent - just keep growing it until you begin to see the influence at the other end of your pipe.

Please see

How to make screw spiral down into a point?

You may start with a cylinder with respectable vertex density. The more shapely the desired product the more density is required. See image above of cylinder in wire display.  Then edit with Proportional Edit.  Consider Shape Keys.
Then use use a [Curve modifier].
You may also consider a [Skin Modifier]


Character modeling:Front view model is not aligned with Side view model I am new to Blender.I am following a tutorial found on youtube.I have created a model for my character's face in front view.But it is not aligned with side view/right view.That means, it's position on the right view is so much below the character's body let alone in the exact position on the face where it should be.Can I align it or should i start over?


Is it possible to change the opacity of wires in version 2.8? I just downloaded Blender 2.8 and I really like the new interface and many of the new features, but I have run into an issue where I can't really see a reference image behind my mesh, even with wireframe on. It appears that the wires are extremely compact and it has a darker filter over it.
Is it possible to adjust this so I am able to have better visibility of my image behind the mesh?

Go to the Edit menu on the top left of your screen, and select User Preferences. Under the tab that says 'Themes' you will find settings for the Wire and Wire Edit. These are the ones you want to change.


How does tile size affects render time in GPU compute cycles? I do some tests on a scene with various tiles size. The first time, i set the tiles size to 256x256. It rendered in about 9 minutes. The second time, i set it to 512x512.

Now because the tile size is bigger than the first, i thought it would have rendered much faster, but apparently it finished in 12 minutes. How is this so?

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


Totally white shadeless material in Cycles? Is there any way to make a totally white shadeless material in Blender Cycles? I need to render something as a silhouette being totally white and the background (the background isn't an image or geometry, is just non-existent) completely black.
Or make the geometry totally white with not shadows or lights at all, and the background totally black.

I know that in Blender Render you can simply make a Shadeless object texture by pressing the button with the same name and reducing the reflection of the same geometry.

Here is a node setup for a shadeless material:

If you use just an emission shader the object produces light.  So it still is not shadeless as it is casting light on other objects. To make it shadeless, you must make sure it sends light only to the camera. To do this, add mix shader with the emission shader plugged in the bottom node socket. Leave the mix shader's top node socket empty (or plug in a holdout shader if the empty socket bothers you). Then plug the is camera ray from a light path input node into the factor of the mix shader.

Already fixed it! i just created a new material directly in the node editor of cycles, then erased the first box and replaced it for 'Emission' and it worked! pretty easy if you need a quick solution :)


(Clean) weight paint black colour For over half a year, this problem has kept me from progressing by any means. I just found out why weight painting wouldn't affect certain parts of my model. I would keep acting as if certain parts are all read with no gradient. It is this black section that is apparently called zero something. It's the black streak and in order to remove it's affects, you need to reduce the limit to zero. I did, and it was still there.

Limit is on the bottom left.

This is the result of the black streak.

So I decided to paint over the black streak.

Didn't fix anything. If not made it worse.

I can't do anything with my models. They all suffer from this problem, and no matter how many times I re-rig, this never goes away. Same problem happens with rigify.

does ANYONE have a solution?

Using 2.7

To download the .blend. Let me know if it doesn't work.
http://www.megafileupload.com/en/file/558769/RiggingProblem-blend.html

Three things about the .blend.

1: Deleted most of the model, except for the problem area.

2: I saved it so that once it opens, all you need to do is press R to rotate the selected    head in order to see the issue.

3: The download button on the link makes you wait 15 seconds before being able to click it.

Thank You!

You have Restrict enabled in the options tab(not 100% sure on this since I don't have a .blend). Restrict disables weight painting on vertices that are not in the current vertex group. To fix this, simply un-check restrict.

The black is a display of the non weighted vertices. to disable this, set Show Zero Weights to None.

I get your frustration. A year is a long time to be stuck on a problem that the UI might not even offer a resolution for.  For what it's worth I have been successful with using other approaches to rigging meshes, weight painting has rarely given me much traction.

I see one issue right off that will cause some of this.  Have a look at your normals.  When I turned them on they were all rendering so long that you could not see much, but shorten them up and you will see that they are pretty random inside and out.  That will affect the way they are attaching weight depending on the angle you are painting from.

"neck rig 1" works pretty good (for weight painting), notice neck rig 2 is trying to solve for a lot of steep faces.

Since the mesh in your sample file is all triangles, would I be correct in concluding that this model is for output to dirX.  If that is the case getting blenders weight system working correctly inside of blender will be a cakewalk compared to exporting it.

Can you use a solution that is not weight painting?

Nice meshes around the mouth and nose btw


My Low poly becomes smooth I'm follow a tutorial to create a low poly environment.  So I have to make mountains... I go to Sculpt Mode and activate Dyntopo [ resolution : 7.00 / Refine method : Subditive Collapse / Detailling : Constant Detail] and when i try to do a picks It becomes smooth.

Dynamic topology has an option to enable smooth shading, enabling this turns on smooth shading for the entire mesh.

I had the same problem when following the tutorial. These settings seemed to work for me.


Completing Blender Guru Donut Tutorial: extruded object does not snap to face I am having a fight with a donut. I am on Part 4 Level 1, and I'm trying to extrude the drips from the icing.
Earlier, I wasn't able to get anything besides a rectangle to appear (no roundness, despite what was selected under proportional editing), but after a couple hours of messing around it seems like the issue is that the extrusion is freely piercing the plane. It is not snapping to the surface, but rather, it can swing freely inside and outside. That makes it really hard to get a good drip.
Here's a link to a video for visualization for what I am talking about: https://youtu.be/BgAEUB91apY
This is my first time with Blender, so I'm sure I'm missing something quite simple, but I'm totally stumped. Halp?

Looks like you are doing the right steps.  The only setting I can't really see from your file is in the Snap drop down menu.
In the snap drop down,  "project individual elements" must be checked, or enabled.

You need an add on whitch is call Drop It Blender add on
https://gumroad.com/l/drop_it
And after you install this , when you right click in blender view port last option is drop it to surface or press V


How to make a sun in Blender? How do I make a nice sun in blender? I am not looking to change a lamp into the sun, I am looking for an actual sun that can be seen in my scene.

Back in High school I had a project on making a sun but I forgot how its done. Blender has had a dramatic change since then anyway so any help on making a sun in blender would be nice thank you.

Also, if there is different processes to doing this in blender render vs blender cycles please I would appreciate both ways explained.

I would do this in Cycles using volumetric lighting.

Here's the basic setup: just one light on a landscape.

Then add a cube around the scene with some volume scatter and volume absorption as materials.

for the background you can use a color ramp like this:

After a bit of research and tweaking I came up with a simple answer to my own question using the blender internal render.

I used a UV sphere and change the materials a bit to create a good looking sun for my scene.

The material settings for my sun are outlined in red below:


Can some one help me identify these edge lines So my problem is that i was making a low poly house and part of my workflow is to use the solidify modifier but after i applied it when i go and select or look at certain lines they very thick and also when i select one it goes black yellow-orange (or white) then black, its hard to discrib buts here's a image.

Help is much appreciated.

Never mind, it's a crease i think, though i don't know if it should be there.


Why will 'Copy Rotation' constraint make this object point in an unexpected direction? I'm trying to get an IK rig set up for a lamp and have tried to use constraints on the objects in the scene.

What I'm trying to do is to tell the lower strut of this leg to copy the rotation of the strut next to it (which is parented to a bone in the armature), however, as soon as I set the target to the parallel leg, it flares out from the model in a way I didn't expect.

I've tried to change the axis in the 'Copy Rotation' constraint settings to no avail, checked the origins of the objects but I can't quite wrap my head around why it's behaving like this - any idea where I've gone wrong?

From my experience, unless you have a good reason to use the Copy Rotation constraint, it is best to parent the object in question to the armature. If, as I believe to be the case here, there's no need to deform the mesh (i.e. all movable parts are separate objects), you can use the Bone parenting mode. Using this mode will make it so you're not required to use weight groups, which are irrelevant if the object is not to be deformed but only transformed.

Examination on your blend file points to the fact that your lamp_arm_lower_A and lamp_arm_lower_B have mismatched local axis. Since their local axis are different when you copy the rotation from lower_A to lower_B the rotations are applied in the wrong places.

What I did to fix it.

Select both lamp_arm_lower A and B.
Hit CtrlA select "Rotation". This reset the local axis orientation.
Now apply your "copy rotation" constraint. It should work.

Observe that the white axis belows to the lower_A. The colored axis belongs to the lower_B object. X is pointing towards the left for lower_B and X is pointing towards the right for lower_A.

Here is the blend file after applying the corrections.


How to increase the number of faces in a model I am an absolute beginner with Blender, and to 3D modeling in general.

I am taking a tutorial and my extruded plane with a skin modifier applied is comprised of basically 11 quads, the tutorial I am watching has 32 quads (if I am correct in assuming that each "side" is a quad).

Is it possible to increase and decrease the number of quads that an extruded plane with a skin modifier would have?

It's hard to know how to help without many details. If you're following a modelling tutorial and you're supposed to have 32 faces and you only have 11, you may want to go back and double check you followed the tutorial properly.

But your question was how to increase the number of faces, and here's a few ways how...

Method 1: Using Subdivide Tool

Select your object and make sure you are in edit mode.

Click this button to enter face select mode:

Select the faces that you wish to divide by right clicking on them:

Press W, and when this menu pops up, click Subdivide:

You can repeat this as many times as you want. Each time the selected faces will be divided into 4 new faces if they are quads.

Method 2: Using Knife Tool

Again, select your object and make sure you're in edit mode:

Press K to activate the knife tool. Now you can draw lines where you want to cut your object:

And press ENTER when you are satisfied, or ESC to cancel.

Method 3: Ring Cut Tool

This is essentially a much more controlled, but limited, version of the knife tool. Once again make sure you select your object and are in edit mode. Press CTRL + R to activate the ring cut tool, and mouse over an edge. The purple line is where the cut will be made.

You can scroll up and down with your mouse to increase/decrease the number of cuts, and click to perform the cut.

At this point you can adjust the position of the cuts, or right click to keep them in the center.

Method 4: Subdivision Surface Modifier

This one is a little different. This time, make sure you are in object mode:

With your object select, go to the modifiers panel on the right (it looks like a wrench) and click Add Modifier and select Subdivision Surface.

You can adjust the number of cuts with the numbers where it says "View" and "Render". If you don't want your object to be rounded, click on Simple. Click Apply when you are satisfied.

As it has already been said, apply the Subdivision surface modifier right after the skin modifier to control the number of faces you get. There is no way to do such directly in skin modifier

Useful reading and tutorial:
Understanding the Power of the Skin Modifier in Blender


Glass material not transparent in cycles After following Andrew Prices' tutorial for coffee and a doughnut to the coffee part, I find that my cup seems to be frosted glass in the render while looking transparent in non-rendered views.

Is this caused by reflections in the environment, or have I got the material wrong somehow?  Any help would be appreciated.

Get glass material from: http://blendermada.com/materials/?engine=cyc&category=glass&keyword= Is it Cycles or Eevee? Refractions and reflections in Eevee are not so great. Use Cycles if is a still photo.


How To Create A Circular Camera "Safe Frame" I am working on an animation. The final output needs to be circular. I have a hard time seeing if my animation fits within the bounds of a circle while I work. I need a way to place a circular frame in front of my camera.

I have built a circular rig (pictured) but I have to key it separately from the camera and it becomes a pain to readjust the circular frame every time I move the camera.

What I need is a way to setup some kind of circular frame so that I do not have to readjust it every time I move the camera.

Thankyou in advance!

There are a couple of ways to do what you want.

Use an image.

Create an image that has the shape you want to use as "safety".

Then in the 3d vieport enable background images, select the image you created, set it to be used for camera view only. You can then choose to use it as background or foreground and adjust the opacity.

Use a "child of" constraint.

Select the circle object, add a "child of" constraint. Select the camera to be used  as target. The circle will move to where the camera is located and will be rotated to match the camera rotation.

Manually postition the object so that is visible within the camera and scale it to your needs.

Since the object is parented to the camera, moving the camera will move the object as well.

If i understood the question.

Activate the Turn around Camera (if u have 2.79 version from Addons)

Add camera align the camera. Click the object and from the toolshelf -> Animation click on the Turn around camera. And play the animation


I have finished rendering my animation into PNG files, how do I edit? I don't know how to make all the PNGs into one seamless short, via iMovie/Filmora

I use Hitfilm Express ( free ) and Openshot video editor ( also free ); both can import the set of .png's as an image sequence.

it is best to put them in a separate directory with only the image sequence as you need to select the directory.


How to unwrap a specific part of an object with correct size proportions? I've created my model, and I've unwrapped it entirely (using smart UV project). I've spent countless hours creating my UV map, and in the middle of my work, I've noticed a bug with the model so I edited it. Now, I have a new part of a model. If I unwrap it in any way the sizing will not be in the correct proportion as the rest. How can I fix this?

Step 1: Have a model with a well-thought-out unwrap.

Step 2: Make changes to one are of the model, breaking the texture coordinates in that area.

Step 3: Select the changed area and re-unwrap it to ensure that all parts have texture coordinates, even if the topology has changed. (I used regular old Unwrap with the Conformal algorithm.) Don't worry too much that it's huge.

Step 4: enable Area distortion display in the UV editor N panel to make it really, really easy to scale the island to the right size. Areas at the right size are displayed with blue.

Step 5: move the re-unwrapped island off to the side. Select the entire model and find any areas that should be directly sewn to the re-unwrapped island. Select these areas and pin those islands. (If you don't have seams because you used Auto Unwrap, use Seams from Islands to get seams.) Select one area (old unwrap + new unwrap) that needs new texture coords and unwrap it with Unwrap. The pinned area will stay in place, while the re-unwrapped area will integrate with the part of the island that already existed.

If you need the UVs to fit into a specific part of a texture, use pinning, live unwrap, snapping, and scaling to 0 along an axis to get them into the right place.

If the areas that changed aren't attached to any existing UV islands, all you need to do is use Area distortion display mode to rescale them until they're blue, then find a spot on the UV map for them.

To get both parts back without guessing you could make a snapshot of your uvs for example by exporting them as an image and use that as a reference, to get the old along with the new one back into proportion...


How can I fix this transparency issue? I'm pretty new to Blender and I'm having some trouble with transparency. I tried searching up for the solution, but I can't seem to understand any of them.

The objects I'm having trouble with are the car, the grates at the back and the face. It appears that they are somewhat transparent.

I can also provide the .blend file.

Right click on them and reset everything. It works in both render engines.


Finding maximum coplanar points I have got a set of points and I need to find the plane that would contain the maximum number of these points. Is there a simple way to do this, without trying out all permutations?

Update:
I am giving an illustration below:

The red dots are the points that exist in 3d space. There can be several planes like A, B, C, D that would contain 3 or more of these points. However, the plane A contains the maximum number of them. I need to find this plane (or to be more precise, the points on this plane).

Update2:
I am giving below the code I had tried earlier. This coincides with the approach suggested by @hatinacat2000 and looks to be the best available option:

import bpy
from mathutils import Vector
from itertools import combinations

def main():
    o = bpy.context.object

    # Take sample test points from Bezier curves
    # (you need to create curves having coplanar points
    # by subdividing 2d segments for example)
    bps = [bp for s in o.data.splines for bp in s.bezier_points]
    loc = [bp.co.copy().freeze() for bp in bps]
    l = list(combinations(loc, 3))

    # Map of {normal vector: 3 point combination for that normal}
    # Normal rounded to 3 decimal places
    normalsCos = [[Vector((round(((c[1] - c[0]).cross((c[2] - c[0])).normalized())[i], 3) \
        for i in range(0,3))).freeze(), c] for c in l]

    normals = [n[0] for n in normalsCos]

    # Map of {count: normal}
    nmap = {normals.count(n): n for n in normals}
    maxCnt = max(nmap.keys())
    normal = nmap[maxCnt]
    coTriplets = []
    for nc in normalsCos:
        if(nc[0] == normal):
            coTriplets.append(nc[1])

    # These are the required points
    planeCos = set([c for t in coTriplets for c in t])

    # And the remaining points...
    remainder = set(loc) - planeCos

Update3: Please see the answer from @lemon. It has got a huge performance improvement over this code (this is more of a POC), and also considers parallel planes.

There is no "simple" way to do anything in numerical analysis. However, the tasks can be laid out straightforwardly.

EDIT: This idea is a brain-fart because it doesn't distinguish parallel planes. The Internet must never forget though. Pile on, people.

How about this: generate an array of normalized normal vectors (not vectors in the dynamic array sense; in the math sense. A 1x3 array representation of a floating-point ordered triple is fine. I guess you can make an object but why bother) for every 3-point combination (not permutation) of the n points you have in your set. This list will contain nC3 normal "vectors".

If no plane that can be made contains more than 3 points in the set, then your list of normal vectors will entirely contain nC3 unique normals.

If any plane exists with 4 vertices, you will have 4C3 = 4 identical normal vectors in that list.

If any plane exists with 5 vertices, you will have 5C3 = 10 identical normals.

If any plane exists with k vertices, where 3 < k < n, you will have kC3 identical normals.

You would just need to quantify the normals that are the same, identify the largest value, and deduce what k was.
EDIT: Thanks to Rich Sedman for pointing out comparison should be done with dot-product. Weeding out parallel planes is another task that would need to be done optimally in the worst case scenario (a stack of parallel planes).

Doing all this would require knowing how to do a 3D cross product, how to normalize a vector, how to find a dot-product, and how to solve this equation:

k!/(3!(k-3)!) = count, Or:

k(k-1)(k-2)(k-3)!/(3!(k-3)!) = count, Or:

k(k-1)(k-2)/6 = count,

where count is the number of duplicated normal vectors,  which you will have already counted before solving this. This is just a 3rd degree polynomial.

Note also that if the set is randomly chosen, and even if the range and precision of floating point values are small, it is very unlikely that you will have more than 3 points in any plane. The list would need to be curated to have more than 3 coplanar points in order to make good use of this work.

If you don't want curved surfaces then points are on a plane when one of their (x,y,z) coords is the same e.g z (a horizontal plane). When a linear function f(x)=ax+b is involved the plane is rotated/sheared.


How can i edit an image to make it shake in the video editor? I'm trying to add a bulldozer shaking super fast for a video i'm editing and i  don't know how to make the effect. I tried transform and adjust each frame to move over and over but it just didn't save the changes and didn't work for some reason. Any help is appreciated!

You can do it by keyframing object location and giving it a noise F-curve modifier. I chose my camera to add some shake into it.

Select the object you want to shake. Press i and choose Location to keyframe the object location.

Keep your object selected and go to Graph editor. Shortcut is Shift+F6.

Select the dimension you want to shake your object to. I chose Z but you can do this to all dimensions if you want to. Select Key and under Add F-Curve Modifier you find Noise.

From Modifiers panel you can adjust the strength. If the panel is not visible you can press n key. You can play with other settings if you want to.

Just play the animation and you have some shaking.
Video editor
In Video editor you can keyframe the offset location of your image or image sequence as can be seen in image below. Everything else is the same.

I would suggest checking out this tutorial by Ian Hubert and use those techniques to either animate the camera or bulldozer.
Animate Handheld Cameras in Blender - Lazy Tutorials There is a slower version linked in the comments where he explains what he's doing in a more detailed manner.


Low poly normals when baking with Cycles Blender novice here. I'm trying to make some models to use in the Unity3D engine.

I modeled a high poly tube and the low poly counterpart. Now I'd like to bake the normal map from the HP to the LP in order to make it look better. Unfortunately the normal map is horrible, it seems that I somehow tried to bake from the lowpoly to the lowpoly.

I followed this process:

Make the high poly
Make the low poly
Unwrap the low poly
Switch to Cycles renderer and assign a 1024x1024 image
Switch to Normals under Bake
Bake
..
no profit?

This is my high poly and perfectly smooth tube and its counterpart, the low poly and perfectly jagged tube:

This is the result from the bake with "Selected to active":

I may have been missing something during the process. What could be?

Firstly, make sure everything is smooth shaded. Then see to it that all normals are facing in the right direction. Or you can simply go to Edit Mode and press Shift+N and normals will align to the face direction. If this does not help you, check your UV and make sure there are no overlapping UVs.

you need to apply smooth shading to the low poly object first then
 bake it again


how to make object float in water How to make water pass through pipe with object link leafs and dust https://youtu.be/qGD1bD44B70?t=13s   as seen video i want to make same as like

they would make the leaf float wih water,  I want the water to carry the leaf, as a physical object.

You could try to simulate this with a particle system and force fields.


How do i change just one side of a mirrored model? I'm working on a model of a cat and i wanted to give it an earring on one side and a cut in the ear on the other. The problem is i've only created one half of the model and used the mirror modifier. so how will i be able to change one side?

If you want to break symmetry you have to remove the mirror modifier by clicking "Apply". Unfortunately once i'ts done you can't go back, so be sure that your cat has enough details before you apply the modifier.

Another way to do that to keep the mirror modifier would be to add another modifier on the stack, over the mirror modifier. In your case, you could add a boolean modifier to make the cut, but think to hide this modifier if you want to edit the base mesh if it is high poly, it can slow down blender.

They easy solution which i have found is to go in edit mode and select the vertices you want to change and move them to where ever you want them to be


How to create realistic blinking/shining stars in BGE? How to create realistic blinking/shining stars in BGE? I recently heard that the blender team actually removed the stars option but not sure what or where I can get or see this action. My intent is to create a 3D space thats pure 100% black like space with dot-like-stars. The stars don't have to necessarily be super fancy or anything like Star Trek but you know, some regular old stars. So that whenever I press the P_Key to run my game in BGE i can see the stars surrounding my space ship but the stars should be at a distance in light years. I've tried some HDRI imaging but well... it didn't look so good it looks very pixelated and not high quality view. Another bad thing about using the HDRI imaging is that i have to use texture mode/view to see it which isn't bad but then i loose all visual colors of my space ship and other objects in my virtual space.

One of my favourite tricks is to use what I call noise layers. So let's find/make a starry image.
Now we simply have to make it flicker! I happen to know that if you get another bit of noise and move it across behind a star-field, so long as the stars are sparse enough, you can't tell. So with a UV scroll script and two UV layers, you can get a reasonable effect

So here you go, here's a blend:
http://www.pasteall.org/blend/40447

Create an object plane , set the material-setting such glowing-setting as a billboard orientation , find a resource on blenderartist forum or somewhere UVScroll.py script or direct uv anim what is already in the UV section, but the script is better-more Control , create your Gimp or Photoshop . some colorful alpha channel Stars-32x32 or 64x64 enough texture size.
and create a series images how you want to animate the star - should do so
axis y - 2 images
axis x - 2 images
-so that the entire texture will be composed of 4 images , so if you have
a 64x64 image as a texture will be 2 x 64 on each side - that's 128x128 resolution.
UVScroll.blend get somewhere and accordingly do it...
I wish a lot of shining stars
P. S. way I would do it


Trouble getting video as plane to show it's image I've imported a .mp4 video as a plane in object mode so that I can point the camera at it and animate some 3D objects in front of the video. The image of the video won't show up though (it remains a black rectangle, and trying to play the animation doesn't change this.).
I've tried tutorials but they all seem to be for older versions of blender and don't seem to track to today. Anything I can apply like adding a light source doesn't seem to do the trick.
I'm trying to figure out how to change the viewing mode and material of the plane but I'm not sure I'm doing it right. Some of the lighting does seem to change the the black rectangle remains as such. Changing the engine from eevee to cycles doesn't seem to make any difference either.

I really won't recommend the method you are going with it is seriously troublesome and tiring. I would say use blender's built-in Video editor. You can create the effects as separate projects. In the project, go to render settings and go to film and click transparent or transparency (depending on the version you are using). Something like this:

After rendering this in OpenEXR format. The thing is most video codecs don't support alpha channels and the ones that do, aren't available in blender. So you can take the image files, plop them into the video editor built-in blender or use some 3rd party-software like kdenlive or Davinci Resolve. You can take the video file and the effects file and it will work.
Alternatively, if you still insist on using it as a background image/video. DO this. Click on the camera and go to the camera settings. Enable background images and click on the dropdown. There, click add image and click on the open button. The file explorer should pop-up and then locate and select the video file. It will come as the background video and you can happily throw in whatever effects you want. Here's the video edition of the method (WARNING: This is not the total tutorial about what you want but shows a few steps on this method and you may find this helpful):
https://www.youtube.com/watch?v=kfGXRsaBf5U
I would personally go with the 1st method but you can go with the one you prefer. Hope it helps.
P.S I also found another QnA that is related to your problem. Check it out. Link's below:
Movie Clip On Plane


How can I delete selected faces? I am making this house. But you see the highlighted faces in my door?

I don't know where they came from. I tried to delete them by pressing X and then choosing faces  but it doesn't do anything..

It looks like you tried to extrude the doors inwards. This leaves the edges in between the two doors, and there are now duplicate faces there. There also appears to be duplicate faces at the bottom of the doors.

Try going to vertex select mode and use box select (B) in wireframe mode to select all of the verticies in the area. Then you can delete them.

Bro its not that hard just remove doubles and delete it using x it will be done